Characterize a 3ds Max biped in MotionBuilder
 
 
 

In the following procedure, you characterize in MotionBuilder the 3ds Max biped (My_biped.FBX) you saved in the previous procedure (Create and export a 3ds Max biped). Characterization assigns a Control rig to the biped bones and is the name MotionBuilder uses for the process of rigging a biped skeleton.

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

To characterize your 3ds Max biped:

  1. Select the a shoulder (Upperarm) node on the skeleton, press R to enter Rotation mode and rotate the skeleton's arm until it is parallel with the grid. Do the same with the other shoulder.

    Rotate the skeleton's shoulders into a T-stance.

    The skeleton is now in a T-stance.
  2. In the Asset browser, expand Templates > Characters and drag the 3ds Max Biped Template on top of the skeleton.

    Applying the 3ds Max Biped Template asset to the biped skeleton

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

  3. Click Characterize in the menu that appears.

    The biped skeleton is now characterized.

  4. In the MotionBuilder menubar, select Window > Characterization Tool. The Characterization Tool lets you verify that are no problems with the Control rig you matched to the skeleton.

    The Characterization Tool shows that the characterization is correct.

    The Characterization tool shows green if the characterization is correct, yellow if potential problems are detected, and red if there is an element of the skeleton matching that is incorrect.

    The next step is to add a Control rig so you can animate it.

  5. From the Character Controls window, select Source > Control Rig.

    Character Controls Source menu A. Control rig

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

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

  7. In the Character Controls window Active area, activate Ctrl Rig In (A).

    The Ctrl Rig In setting activates the Character Controls Character representation and displays the Control rig effectors on the biped in the Viewer window (B).

    A. Ctrl Rig In activated B. Control rig effectors appear on the biped

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

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

    Character controls A.Right Wrist effector selected

  9. Activate the Full Body option. This lets you move the body using the entire Control rig.

    Character controls A.Full Body option.

  10. Click in the Viewer window and press T.

    The transformation handles appear.

  11. 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 transform and animate the characterized 3ds Max biped in MotionBuilder. See Animating a 3ds Max Character in MotionBuilder.