Animating a 3ds Max Character in MotionBuilder
 
 
 

You can animate characters in MotionBuilder two ways: by setting keyframes manually, or using motion capture data. The following tutorials show you how to animate the 3ds Max Pepe character you imported in the 3ds Max Characters section.

If you did not perform the previous procedures in section Import and characterize a 3ds Max Character in MotionBuilder, you can use the Pepe_rigged.FBX file in the Tutorials folder located in the MotionBuilder root directory on your system.

In the first of these animation tutorials, Animate a character using motion capture data, you animate Pepe by using one of the motion capture files that ship with MotionBuilder. In the second tutorial, Modify character animation with keyframes and export it to 3ds Max you refine the animation using keyframes and bring your edited animation back into 3ds Max.

NoteIf you already know how to animate characters in MotionBuilder, you can skip this section.

Following are the assets required for this tutorial:

Following are the result assets for this tutorial:

NoteYou can find the tutorial assets in the MotionBuilder Asset browser’s Tutorials folder as well as in the Tutorials folder located in the MotionBuilder root directory on your system.

If you are new to MotionBuilder, take a moment to try a few MotionBuilder navigation techniques using the MotionBuilder keyboard shortcuts: