This tutorial shows you how to export a character created in 3ds Max, import it to MotionBuilder, and then to export it back to 3ds Max as a fully-editable animated character.
The tutorial covers the following three kinds of animatable skeletons that originate in 3ds Max. The tutorial also shows you how to bring these skeletons into MotionBuilder for animation using the FBX format.
You can single out the Send to 3ds Max procedure that addresses your needs or complete the whole tutorial to get a well-rounded view of the interaction between MotionBuilder and 3ds Max.
This set of tutorials shows you how to:
For example, if you create a 90-frame animation for video, using an NTSC frame rate of 30 frames per second, the result will be three seconds of animation. If you later need to output to PAL video (at 25 frames per second), you can switch to the PAL frame rate. The 90 frames are converted to 75, and produce the same total animation time with a different number of frames. You can later switch back to NTSC frame rate to restore the original 90 frames of animation.
You can change the frame rate for your MotionBuilder output at any time, outputting the correct number of frames to maintain the correct playback speed for your animation, without losing animation data.