Import and characterize a 3ds Max Character in MotionBuilder
 
 
 

In the following procedure, you import into MotionBuilder 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, so some of this procedure is similar to the Import and characterize a 3ds Max biped in MotionBuilder. After importing your Character, you characterize it.

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 import a 3ds Max character into MotionBuilder:

  1. Launch the MotionBuilder software.
  2. From the MotionBuilder main menu, select File > Open.
  3. From the Open File dialog box, choose the My_Pepe.FBX file you exported in Export a 3ds Max character, click Open, then click Open in the Open Options dialog.
    NoteYou can also import the Pepe.FBX file located in the MotionBuilder root directory under the Tutorials folder.
    NoteRemember to navigate to save the file to a directory other than the default MotionBuilderTutorials directory, so that you do not override the original .fbx file.

    The Pepe character appears in the MotionBuilder Viewer window.

  4. Position your cursor anywhere in the Viewer window and press A to frame all of the character.

    3ds Max Pepe character imported into MotionBuilder

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 > Control Rig.

    Character Controls A. 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.

  6. In the Character Controls window Active area, make sure Control Rig is activated.

    Effectors appear on the biped as shown in the following figure.

    A. Control Rig activated B. Effectors appear on the character

    This setting activates the Control rig and the Character Controls 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.

  7. Make sure that Full Body mode is selected in the Character Controls.

    Character Controls A. Full Body mode

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

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

    Right Wrist effector selected

  9. Click in the Viewer window and press T.

    The transformation handles display.

  10. 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.

  11. 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.