In the following procedure, you animate in MotionBuilder the 3ds Max Pepe character you rigged in the previous procedure (Add a Control rig to the characterized 3ds Max character) by using motion capture data.
If you did not perform the previous procedure, you can use the Pepe_rigged.fbx file located in the MotionBuilder root directory in the Tutorials folder on your system.
To animate the characterized 3ds Max Pepe character using motion capture data:
Resources window Asset browser
The Open Options dialog appears displaying disabled camera settings.
Open Options dialog display disabled camera settings
The characterized 3ds Max Pepe character loads in the Viewer window.
3ds Max characterized Pepe character
Orbit around Pepe
A large yellow skeleton representing the motion capture animation now joins Pepe in the scene.
Pepe with skeleton containing motion capture data
The skeleton walks towards Pepe and then slips and falls on the ground.
In the Character Controls, notice the Source is set to ControlRig.
Skeleton2 is the name of the skeleton that contains the motion capture animation.
Pepe assumes the skeleton's stance, as shown in the following figure.
Timeline indicator in the Action timeline
If you look carefully, Pepe’s hands pass though his face.
Unwanted hand movement from the motion capture
The animation that drives Pepe’s bone movement is based on a skeleton that has a very different physiology. For example, Pepe’s head, hands, and feet are much larger than the skeleton, while Pepe’s shoulders are much smaller than the skeleton’s shoulder.
Now that Pepe is animated with the motion capture data from the skeleton, you can fine-tune the animation to correct Pepe’s hand movements. Go to the next procedure: Modify the animation of the 3ds Max character.
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