Match clips
 
 
 

In the following procedure, you match the last clip to the previous clip to remove the jump in the animation.

  1. Go to frame 0.
  2. In the Viewer window, switch to the Schematic view and select the Mia:RightFoot node (A).

    This node represents Mia’s right foot and will be used as the matching object.

    Schematic view A. Mia:RightFoot node selected

  3. Switch back to the Producer Perspective camera view.
  4. In the Story window, select the third clip (A), then click the Match Options button (B).

    Story window A. Third clip selected B. Match Options button

  5. In the Match Options dialog box that appears, if not selected, select the Mia:RightFoot in the Match Object menu (A), and select To Previous Clip (B) and Between Previous Clip and Selected Clip (C) as shown in the following figure.

    Match Options dialog box A. Match Object B. Match Clip C. Match Time

    The Translation and Rotation options are already selected.

  6. Click OK.

    The last clip vector moves to match the previous clip.

  7. Deselect Mia:RightFoot (Shift-D).
  8. Play the animation.

    Mia runs, turns, then is thrown forward. The jump in the animation is gone.

Summary

In this tutorial, you sliced a clip of running animation in two and rotated one clip vector ghost to make the character turn while running. Then you added another clip with different animation and blended all three clips together in one seamless animation sequence.

In the next tutorial, (Importing 3ds Max Files into MotionBuilder), you export 3ds Max skeletons and a 3ds Max character into MotionBuilder, add a Control rig, characterize the skeletons and Character, and animate the character in MotionBuilder, and then export a Character and animation back to 3ds Max.