In the following procedure, you set keyframes to the 3ds Max Pepe character you animated in the previous procedure (Animate the 3ds Max character) to resolve the animation issues with Pepe's hands.
If you did not perform the previous procedure, you can use the Pepe_Mocap.fbx file located in the MotionBuilder root directory in the Tutorials folder on your system.
To fine-tune the motion capture animation of the 3ds Max Pepe character:
- If you closed your MotionBuilder session, launch MotionBuilder and open the Pepe_Mocap.fbx file.
- Save the scene as Pepe_keyanim.fbx.
NoteSave the file to a directory other than the default MotionBuilder Tutorials directory to ensure you do not overwrite the original .fbx file.
- In the window, on the Character representation, select the Right Wrist effector.
An effector that is selected is displayed with a blue ( ) contour.
- In the window toolbar to the right, click the Translate tool () or click in the window and press T.
The transformation handles do not display.
- Try to move Pepe’s hand.
Nothing happens because Pepe’s animation is controlled by the skeleton, not the Control rig. Before you can keyframe Pepe’s
motion capture animation, you must plot (or bake) the skeleton animation onto the Pepe character Control rig.
- From the menu button, select .
The Control rig is plotted to Pepe's character.
The command creates a key at every frame at the base ( BaseAnimation) layer of the animation track, making edits difficult. (You can see these keyframes in the if you select Pepe’s wrist effector.)
You can now edit the Pepe character using Pepe’s Control rig.
- In the window, click the Layer menu () and choose .
An animation layer () is created and shown as the active layer in the window and in the window.
The timeline shows there are no keyframes set on .
Selecting to edit the animation on a new layer () enables you to edit the current animation while preserving the original animation on the layer.
- In the window, on the Character representation, select the Right Wrist effector.
- In the , drag the Timeline indicator ( ) in the Action timeline to frame 80 or enter 80 in the Timecode field to start modifying Pepe's right hand animation.
- In the window Camera View Navigation toolbar ( ), zoom in ( or Ctrl-drag) on Pepe, orbit ( or Ctrl-Shift and left-click-drag) and pan ( or Shift-drag) to have a better view of Pepe's hands.
- In the window, click ( ) or use the K keyboard shortcut.
A keyframe is added and shown in the ,( ).
- Go to frame 108 and set a key.
Setting the first keyframe at frame 80 and another keyframe at frame 108 enables you to modify the animation between these
two frames without affecting the animation before frame 80 and after frame 108 by setting additional keyframes between frame
80 and frame 108.
- Go to frame 95, the mid point between the two keyframes you set.
- In the window, move the right hand away from Pepe's face on its X and Z axes as shown in the following figure, then set another
key.
- In the , drag the Timeline indicator ( ) or click Play ( ) to view the modified animation.
- Make any further adjustments to the hand movement as required. Make sure to create a key after each adjustment.
- Now correct the animation problem of Pepe's left hand in the same manner as you did for Pepe's right hand.
- Advance to the last frame of the animation and adjust your view so you can clearly see the position of Pepe's right hand and
left hand.
Pepe's right hand does not rest flat on the ground.
- In the window, on the Character representation, select the Right Wrist effector.
- In the window toolbar to the right, click the Rotate tool ( ) or press R to enable rotation.
- Modify Pepe’s right hand rotation until it rests flat on the ground, then set another key.
- Press R to use the key rotation rings to modify the hand’s position until it rests flat on the ground, then set another key.
- Zoom out and play back the animation to see the result.
- If required, make any further adjustments to the character body position.
- Save your work.
Now that you fine-tuned the animation to correct Pepe’s hand movements, you can send Pepe back to 3ds Max. Go to the next procedure: Send the animated 3ds Max character to 3ds Max.
- (Optional) If you wish to see the result of this procedure, open the Pepe_keyanim.fbx file in the default MotionBuilder Tutorials directory.
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