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:

NoteThe tutorial assets can be found in the Asset Browser under the Tutorials folder and in the MotionBuilder directory on your system.
Best PracticeTo use the latest update of the tutorials and tutorial assets, go to http://www.autodesk.com/motionbuilder2013-documentation and download the tutorials and tutorial support files to your system. If you download the tutorial support files to a location other than the MotionBuilder default location, remember to add this location in the Asset browser so you can access the assets via the Asset browser.

See Adding a favorite path.

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

Although the procedures in this tutorial use the MotionBuilder keyboard shortcuts, you can elect to use the 3ds Max keyboard shortcuts.

See 3ds Max keyboard shortcuts.