Window menu
 
 
 

The Window menu is where you can access any of the main MotionBuilder windows.

Window menu options

Window > Asset Browser

Shows the Asset browser that lets you drag assets into your MotionBuilder scene. For more information, see Asset browser.

Window > Transport Controls

Shows the Transport Controls window that lets you jog, shuttle, and play the current take. The Transport Controls window also lets you manipulate keyframes, take length, and adjust timing options. For more information, see Transport Controls.

Window > Add Property View

Opens a Properties window which lets you change the values of the selected asset’s settings and properties. You can also animate an asset’s properties using the Properties window.

You can have multiple Properties windows open simultaneously. By adding multiple Properties windows, you can view and lock more than one asset’s properties at the same time. See Properties window.

Window > Add Property Editor

Opens the Property Editor window which lets you choose the properties you want to have in a (custom) keying group. You can also access this window by clicking Customize in the Asset browser > Properties window.

With the Property Editor you can choose the objects whose properties you want to copy to a keying group, edit the property values, add new properties and change the relationship between the selected object(s) or effector(s) properties.

See Creating a custom keying group.

Window > Add Scene Browser

Adds a Scene browser. By default, the Scene browser is an integral part of the Navigator window. However, MotionBuilder lets you add additional Scene browsers for specific uses.

For example, if you have a large scene with many assets, constantly scrolling through the assets in your scene can be tedious. Select Add Scene Browser to add a second Scene browser window to your scene and showing another part of the scene’s hierarchy. For more information, see Scene browser.

Window > Add Navigator

Adds a Navigator window, which lets you select and view the settings of all assets in your MotionBuilder scene.

Each Navigator window consists of a Scene browser and Asset Settings pane which shows the selected asset’s settings and properties. For more information, see Navigator window.

Window > Add Filtered Navigator

Adds a Navigator window showing all assets matching the filtered asset selected from the additional submenu.

For example, if you select Add Filtered Navigator > Character, a Navigator window is added that shows only the Character assets in your scene. As with all Navigator windows, the filtered Navigator window consists of a Scene browser and Asset Settings pane.

Window > Add Asset Settings

Adds an Asset Settings window, which lets you view the settings of the selected assets in your MotionBuilder scene. For more information, see Asset Settings.

Window > Key Controls

Opens the Key Controls window, which lets you create, edit, and step through keyframes associated with the selected object, asset, or property. For more information, see Setting keyframes.

Window > Dynamic Editor

Opens the Dynamic Editor that lets you modify the interpolation of animation for a selected object, a character effector, properties, and so on. You can modify the interpolation of multiple keyframes at the same time, keyframes at the current time, or an entire keyframe region. For more information, see Dynamic Editor.

Window > FCurves

Opens the FCurves window, which lets you modify your animation by adjusting its individual keyframes and their interpolation, extrapolation, and tangents. You can also animate using timewarp curves. For more information, see Function curves.

Window > Animation Layers

Opens the Animation Layer editor, which lets you create, blend, and organize multiple layers of animation. See Animating on Layers.

Window > Dopesheet

Opens the Dopesheet window, which lets you review and edit your animation. For more information, see Dopesheet window.

Window > Story

Opens the Story window, which lets you build animation and storyboards using various types of clips. For more information, see Animating with the Story window.

Window > Filters

Opens the Filters window, letting you filter animation data. In order to filter animation data, you must first select a range of keyframes to filter. For more information, see Filtering.

Window > Profiling Center

Opens the Profiling Center window, which lets you to monitor scene performance. For more information, see Profiling Center window.

Window > Actor/Character Controls

Opens the Actor Controls window or Character Controls window. The window that opens depends on whether an Actor, Character, or a Control rig is selected. For more information, see Character Controls.

Window > Characterization Tool

Opens the Characterization Tool, which lets you map and define the structure of characters. For more information, see Characterization Tool.

Window > Pose Controls

Opens the Pose Controls window, which works in conjunction with a character’s Control rig and with object poses. Use the Pose Controls to create a library of character poses, configurations and object poses. You can retarget configurations onto any character or object. You can choose to paste selected objects, body parts (such as finger positions) or entire character positions and complex object poses. For more information, see Pose Controls window.

Window > Motion Blend

Opens the Motion Blending window, letting you blend takes to create takes. For more information, see Motion Blend window.

Window > Animation Trigger

Opens the Animation Trigger window, which lets you set up motion clips and trigger them using your keyboard and joysticks. For more information, see Animation Trigger window.

Window > Skins

Opens the Skins window, which lets you adjust the weight of vertices relative to one or several bones. For more information, see Skins window.

Window > Groups

Opens the Groups window, letting you organize a selection of assets into a group. You can create Groups that include models, elements, sensors, lights, materials, shaders, markers, nodes, textures, constraints, and even other groups.

Groups are used for the selection and organization of items in a scene. For more information, see Groups.

Window > Sets

Opens the Sets window, letting you organize a selection of assets into a set. Sets are similar to groups as they both can include models, elements, sensors, lights, materials, shaders, markers, nodes, textures, constraints, and so on.

The main difference is that unlike groups, sets are exclusive. This means that while the same asset can appear in many groups, it can only occur once in a set. You cannot copy an asset or object from a set, you can only move it from one set to another.

In addition, the visibility of sets can be animated, and the animation stored in sets can be cached. For more information, see Sets.

Window > Python Editor

The Python Editor window lets you execute individual lines of script. The Python Editor window also lets you execute global scripts and configure MotionBuilder to receive scripts remotely. See Python Editor