Send the animated 3ds Max character to 3ds Max

 
 
 

In the following procedure, you send the 3ds Max character you animated in MotionBuilder back to 3ds Max.

If you did not perform the previous procedure, you can use the Pepe_keyanim.fbx file located in the MotionBuilder root directory in the Tutorials folder on your system.

NoteThis procedure uses the MotionBuilder and 3ds Max single-step interoperability workflow, using the Send to 3ds Max menu option. For legacy workflow, refer to the MotionBuilder 2013 Help available at: http://www.autodesk.com/motionbuilder2013-documentation.

To send the animated 3ds Max character to 3ds Max:

NoteThis procedure is a continuation of the previous procedure (Modify the animation of the 3ds Max character.)
  1. If you closed your MotionBuilder session, launch MotionBuilder and open the Pepe_keyanim.fbx file.
  2. In the Viewer window, select the Display menu and choose Normal mode (or press Ctrl-A twice).

    The X-Ray mode enables you to see the character and the skeleton. The animated Pepe character in the scene is saved, but so is the yellow reference skeleton.

  3. In the Animation Layers window, select the AnimLayer1.
  4. In the Viewer window, drag across the Pepe character to select Pepe.
  5. Go to the main menu bar and choose File Send To 3ds Max Send as New Scene.

    The established connection between is indicated in the Viewer window Status bar ( ).

    The MotionBuilder scene loads into 3ds Max.

  6. Click Play in the 3ds Max Animation Controls to view the edited MotionBuilder animation.

    Pepe's animation is played back in 3ds Max

  7. (Optional) Save the scene as Pepe_keyanim.max.

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