Characterize a 3ds Max Character in MotionBuilder

 
 
 

In the following procedure, you characterize the My_Pepe.FBX file you saved in the previous procedure (Export a 3ds Max character). The Pepe character is a 3ds Max biped, with only a mesh and materials.

NoteIf you did not perform the previous procedure, you can use the Pepe.FBX file in the Tutorials folder located in the MotionBuilder directory on your system.

To characterize your Character:

  1. In the Viewer window, press Ctrl-A until you are in X-Ray mode.

    X-Ray mode lets you see through the character skin to the skeleton underneath.

  2. In the Asset browser, expand Templates > Characters and drag the 3ds Max Biped Template asset on top of the Pepe Character skeleton.

    3ds Max Biped Template asset applied to the Pepe Character skeleton

    The 3ds Max Biped template is specially designed for bipeds created in 3ds Max as they have a different naming structure that the MotionBuilder Character does not recognize automatically.

  3. Click Characterize in the menu that appears.
  4. From the Character Controls window > Source menu, select Control Rig.

    You must use the Control Rig Input setting if you intend use keyframe animation on your biped.

  5. In the Create Control Rig dialog box, click FK/IK.

    Click FK/IK

    FK/IK is the method commonly used to animate characters.

    This setting activates the Control rig and the Character representation. The Character representation is an image of a human form, meant to represent the character’s skeleton. It contains all the effectors you need to animate its Control rig. The biped is now rigged and ready to receive animation.

    The Control Rig effectors appear on the biped as shown in the following figure.

  6. Make sure that the Full Body mode () is selected in the Character Controls toolbar.

    Activating Full Body mode lets you control the entire rig, not a body part.

  7. On the Character representation, select the Right Wrist effector.

    Right Wrist effector selected

  8. Click in the Viewer window and press T.

    The transformation handles display.

  9. Translate (or move) the hand down as shown in the following figure.

    Notice as you move the hand, the arm extends and the rest of the body follows in a natural movement.

    You can now animate your character with motion capture and key frame animation.

  10. Navigate to a directory other than the default MotionBuilderTutorials directory and save the file as My_Pepe_rigged
NoteYou can use this file for the next tutorial or you can use the Pepe_rigged.FBX file in the Tutorials folder located in the MotionBuilder root directory on your system.

See Animating a 3ds Max Character in MotionBuilder.