This tutorial guides you through the procedures necessary to create a biped in 3ds Max, send a 3ds Max skeleton, biped, and character to MotionBuilder and prepare them for animation, animate a 3ds Max character in MotionBuilder and send the animated 3ds Max character back to 3ds Max as a fully-editable animated character.
The tutorial covers the following three kinds of animatable skeletons that originate from 3ds Max:
The tutorial shows you how to:
The tutorial was written using the 3ds Max software version 2014 and the MotionBuilder software version 2014.
MotionBuilder adopts the native frame rate used in files imported from other software.
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