This topic provides an overview of the steps required when bringing a character model into MotionBuilder and preparing it for animation.
It is recommended to use the bone-naming conventions recognized by MotionBuilder as you build your model and name its bones.
See Opening an .fbx file.
The Character asset provides you with a template you can use to map out your character for MotionBuilder.
See Character mapping.
See Characterizing.
If you have named your character’s bones according to MotionBuilder’s naming conventions (as discussed in step 1), you can complete steps 4 and 5 automatically. See Automatically mapping and characterizing a character.
Your character is now set up and ready to be animated in MotionBuilder.
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