Characterizing a 3ds Max biped
 
 
 
NoteThis is a legacy workflow. See Characterize a 3ds Max biped in MotionBuilder for an updated workflow.

MotionBuilder has a character template specifically for use with 3ds Max Bipeds. The 3ds Max Biped Template is identical to the MotionBuilder standard Character constraint, but it uses the 3ds Max Biped naming convention instead.

The 3ds Max Biped Template recognizes bones of biped objects created in 3ds Max and it recognizes namespaces.

For example, if you drop the 3ds Max Biped Template on a skeleton, the character is re characterized using a 3ds Max Biped-specific naming template.

You can customize the 3ds Max Biped template. See Customizing the 3ds Max Biped template.

Note

The 3ds Max Biped template works on multiple Bipeds so long as every time you re-merge the file, you import it into another namespace.

To characterize a 3ds Max biped:

  1. Choose File > FBX Plug-in Import.
  2. On the Open File dialog box, locate the 3ds Max Biped and click Open. Leave the default settings unchanged in the FBX Importer, and click Open.
  3. From the Asset browser, click the 3ds Max Biped Template asset and drag it onto the 3ds Max Biped.

    Drag the 3ds Max Template onto the Biped in the Viewer window.

  4. Click Characterize.

    Your 3ds Max Biped is fully rigged.

Note

The MotionBuilder 3ds Max Biped Template supports up to 10 neck bones, whereas the 3ds Max Bipeds support up to 25 neck bones.