File menu

 
 
 

The File menu enables you to perform various operations such as creating and saving a scene, opening, merging, and saving files and selections, exporting scenes to 3ds Max and Maya, importing audio, video, and point cache files, importing and exporting motion files, batch processing and rendering files, as well as adding and saving file properties, and exiting the application.

File menu options

File > New

The File > New menu option clears the scene of all models, elements, devices, takes, and other assets. If you choose New without saving your scene, a dialog appears asking if you first want to save your scene.

File > Open

The File > Open menu option displays the Open File dialog, enabling you to load .fbx, .3ds, .dae, and .obj files.

The directory displayed in the Open File dialog is the directory you last opened.

Open File dialog

The directory displayed in the Open File dialog is the directory you last opened.

After you open a file, the Open Options dialog appears, enabling you to open various assets (including HUDs), settings, and takes, as well as prepend namespaces to all objects included in the incoming file.

Open Options dialog

See the Open Options dialog.

To open an .fbx file:

To open .3ds, .dae, .dxf, and .obj files:

To open motion capture files:

File > Merge

The File > Merge menu option displays the Open File dialog, enabling you to load an .fbx, .3ds, .dae, or .obj file. See Merging assets from .fbx files.

After you select a file and click Open, the Merge Options dialog appears, enabling you to select assets, settings, and takes to merge, append, or discard, and to prepend a namespace to all objects included in the incoming file.

To merge assets or an .fbx file with the current scene:

  1. Choose File > Merge.

    The Open File dialog appears.

  2. Select a file and click Open.

    The Merge Options dialog appears.

    Merge Options dialog

    See Merge Options dialog box.

File > Save

The File > Save menu option saves the current MotionBuilder scene with the same name as the last .fbx file that was opened or saved. If you are working on a scene that is yet to be saved, selecting Save is the same as selecting Save As.

File > Save As

The File > Save As menu option opens the Save File dialog, letting you save the current MotionBuilder scene using a new file name.

Save File dialog

Enter the name of the .fbx file to be saved in the File name field. You can specify Saving options such as embedding media and saving one take per file.

Clicking Save opens the Save Options dialog that lets you specify which assets, settings, and takes are to be saved.

Save Options dialog

See Saving.

File > Save Selection

The File > Save Selection menu option saves an .fbx file containing only the selected assets. To ensure that the appropriate assets are selected, select the entire branch of the asset you are saving in the Scene browser.

Save Selection Options dialog

NoteYou can resize the Save Selection Options dialog.

For example, if you want to save a model and the constraint used by the model, you must select both the model and constraint before using File > Save Selection. Otherwise, only the model is saved.

NoteIf you save a constraint using the File > Save Selection function, it loses the connections to its Source and Constrained objects when it is re-loaded. If this happens, manually reconnect the constraint after you reload it. You can also save the Source and Constrained objects with the constraint when you use the Save Selection option. When you merge the constraint with a scene, discard or merge the loaded models.

File > Send To Maya

The File > Send To Maya menu option displays a list of options that enable you to send new scene data or updates to currently open scenes from MotionBuilder to Maya.

File Send To Maya options

See Send to Maya.

File > Send To 3ds Max

The File > Send To 3ds Max menu option displays a list of options that enable you to send new scene data or updates to currently open scenes from MotionBuilder to 3ds Max.

File Send To 3ds Max options

See Send to 3ds Max.

File > Import Audio

The File > Import Audio menu option displays the Import Audio dialog which enables you to select any of the following file formats as audio assets:

Import Audio dialog

The directory displayed in the Import Audio dialog is the directory you last opened.

To know the supported audio formats and how to import a file as an audio asset, see Loading audio files.

File > Import Video

The File > Import Video menu option displays the Import Video dialog which enables you to import files as video assets.

Import Video dialog

TipIn the Import Video dialog, click the Files of type field to find out which file formats are supported.

The directory displayed in the Import Video dialog is the directory you last opened.

MotionBuilder supports the following file formats as video assets:

To import a file as a video asset, see Loading files as video assets.

File > Import Point Cache

The File > Import Point Cache menu option displays the Import Point Cache dialog, which enables you to import and edit models with Point caching.

Import Point Cache dialog

The supported import point cache file formats are .xml and .pc2.

See Point Cache.

File > Motion File Import

The File > Motion File Import displays the Import Files dialog, which lets you import motion capture files of type .fbx, .bvh,.htr, .trc, .amc, and .c3d.

Import Files dialog

Click Open to load the selected file as a video asset.

See Importing.

File > Motion File Export

The File > Motion File Export menu option displays the Export Files dialog, which lets you export motion capture files of type .fbx, .bvh,.htr, .trc, .amc, and .c3d.

See Exporting.

File > Batch

The File > Batch menu option opens the Batch window, which lets you convert multiple data files between different formats. You can batch load a series of data files onto your current character, or save all your takes to a specified data format.

You can input the following formats for batch output:

You can batch output to the following formats:

Batch window

When loading Acclaim files, you can retain dummy nodes. You can also write translation of all nodes when saving both Acclaim and Biovision files.

You can also use the Batch window to save all takes mapped to a selected Actor, Character asset, or Control rig as separate motion files, and convert files from one format to another. Unused fields are disabled, depending on the current mode, which can be either set to Load, Save, or Convert. See Batch processing.

File > Render

The File > Render menu option opens the Render window, which lets you render your takes as .avi, .swf, .yuv files, or as a series of .jpg, .tga, .tif, or .tiff files.

Render window

Depending on the file type that you select, additional options and windows may display. For information on all options and instructions on how to use the Flash renderer, see Rendering.

File > Render Thumbnail

The File > Render Thumbnail menu option opens the Thumbnail Preview window, which lets you create thumbnail images for .fbx files. Thumbnail images appear as custom icons in the Asset browser.

Thumbnail Preview window

You can also create custom thumbnails using a specially named .tif image. See Assets.

File > Recent Files

The File > Recent Files menu option displays the locations and names of the 10 files that were used by MotionBuilder. Files are only added to the list if they were either opened or saved with the Open, Save, or Save As items in the File menu. Files dragged from the Asset browser are not added to the list.

File > Properties

The File > Properties menu option displays the Properties dialog that enables you to enter a title, subject, author, keywords, revision number, and comment for the loaded file, and to save this information with the file.

You can view and edit the information you entered in the Properties dialog the next time you load the file.

File > Exit

The File > Exit menu option ends the current session or displays the Save Changes dialog asking you whether you want to either save or not save your changes or whether you want to cancel exiting the session.