This topic describes a common workflow that introduces the nine tutorials provided to help you become familiar with the MotionBuilder software product. Procedures in the tutorials that do not have dedicated tutorials are addressed in the MotionBuilder Help.
Although these tutorials assume you are using MotionBuilder for a character animation project, this workflow can be easily adapted to any animation project where MotionBuilder is used in conjunction with other 3D modeling or rendering software.
There are two basic workflows for using MotionBuilder:
Use the Autodesk Interoperability workflow when you are using Autodesk 2012 software which makes use of streamlined interoperability workflows. Use the Generic Workflow when you are using pre-2012 versions of 3ds Max and Maya, or are using another 3ds software package that exports to Autodesk FBX format.
Autodesk interoperability workflow
Maya and 3ds Max 2012 both have single-step interoperability features that bring your model into MotionBuilder automatically. If you do not have the 2012 versions of these packages, see the Generic workflow, below.
Before you start your animation project using MotionBuilder, there are a few things you can do when modeling to facilitate your work in MotionBuilder.
If MotionBuilder 2012 is installed, it launches and loads your character model.
The Character asset helps you map the structure of your character model so that it can be animated in MotionBuilder. Once you complete this mapping process, you ‘activate’ the character model by characterizing it. Characterizing lets MotionBuilder know that this character model is ready to be animated. The first tutorial shows you how to import character models into MotionBuilder and prepare them for animation.
Control rigs are an animation tool that make it easy to control and position your character model.
The second tutorial shows you how to customize a Control rig and add character animation features such as floor contacts and Auxiliary pivots.
The third tutorial shows you how to augment your character with an extra limb, in this case a “Servo arm” with giant pincers attached to the character’s right shoulder.
The fourth tutorial shows you how to use the Control rig and the Pose Controls to create a walk cycle.
See Creating a Loop.
See Manipulating Clips.
During animation projects, the Character model you use might change. Although not a required step for creating animation within MotionBuilder, instead of re-creating the animation on a new model, you can simply apply the same animation to the desired model(s).
The fifth tutorial shows you how to transfer animation and Character Extensions between character models.
This last tutorial shows you the major steps for importing animation into MotionBuilder, animating in MotionBuilder, and exporting the animation from MotionBuilder and importing it to 3ds Max.
See the following major sections: 3ds Max skeletons, 3ds Max Bipeds, 3ds Max Characters, and Animating 3ds Max Characters in MotionBuilder.
Maya and 3ds Max 2012 both have one-step interoperability features that brings your model into MotionBuilder automatically. If you do not have the 2012 versions of these packages, you need to install the appropriate Maya or 3ds Max FBX Plug-in to transfer your models into MotionBuilder. Download the free FBX plug-in here.
If you are using another 3D software package, you can convert your file to FBX using the free FBX Converter that you can download from here.
Before you start your animation project using MotionBuilder, there are a few things you can do when modeling to facilitate your work in MotionBuilder.
When you export your work from a modeling software package, the FBX Plug-in you installed lets you save your character model in the .fbx file format. This format enables you to load your models in MotionBuilder.
Once you load a model into MotionBuilder, you can set it up to animate it using the MotionBuilder Character asset.
The Character asset helps you map the structure of your character model so that it can be animated in MotionBuilder. Once you complete this mapping process, you ‘activate’ the character model by characterizing it. Characterizing lets MotionBuilder know that this character model is ready to be animated.
The Character asset helps you map the structure of your character model so that it can be animated in MotionBuilder. Once you complete this mapping process, you ‘activate’ the character model by characterizing it. Characterizing lets MotionBuilder know that this character model is ready to be animated. All major character animation features in MotionBuilder, including Control rigs and animating in the Story window, require a characterized character.
The first tutorial shows you how to create a Character asset and use it to map out your character model’s structure.
Control rigs are an animation tool that make it easy to control and position your character model.
The second tutorial shows you how to customize a Control rig and add character animation features such as floor contacts and Auxiliary pivots.
The third tutorial shows you how to augment your character with an extra limb, in this case a “Servo arm” with giant pincers attached to the character’s right shoulder.
The fourth tutorial shows you how to use the Control rig and the Pose Controls to create a walk cycle.
See Creating a Loop.
See Manipulating Clips.
During animation projects, the Character model you use might change. Although not a required step for creating animation within MotionBuilder, instead of re-creating the animation on a new model, you can simply apply the same animation to the desired model(s).
The fifth tutorial shows you how to transfer animation and Character Extensions between character models.
Depending on the animation features you are using to create your character animation, plotting may consist of plotting from your Control rig to your character model skeleton, or plotting the tracks in the Story window to a single take.
Whatever method you use to animate, the finished result must be plotted to the skeleton of your character model before you export it.
Your finished animations can also be exported for rendering in the software of your choice using the appropriate FBX Plug-In.
You can download the latest FBX Plug-ins from: http://www.autodesk.com/fbx.