In the following procedure, you characterize in MotionBuilder the 3ds Max biped you saved in the previous procedure (Create and send a 3ds Max biped to MotionBuilder) so you can animate it in MotionBuilder.
To animate a biped, you need to characterize the biped and then add a Control rig.
To characterize the 3ds Max biped:
Recorder dialog
Creating a take enables you to save your biped in the "T" stance without having to add keyframes. It also enables you to save the biped in Take 001, as you imported it into MotionBuilder.
Skeleton's left shoulder rotated into a T-stance
The Character Controls window displays a character representation in the Character Definition pane with a non valid characterization indicated by a red symbol ( ) at the top right.
Character representation displays a non valid characterization
The Load Skeleton Definition dialog appears.
Load Skeleton Definition dialog
The Template menu options lists the skeleton definition templates you can choose from to match your bone naming convention.
In the Character Controls window, the Character representation in the Definition pane displays a green symbol ( ) at the top right indicating the characterization is valid.
Character representation displays a valid characterization
A yellow symbol ( ) indicates potential problems are detected, and a red symbol ( ) indicates the characterization is not valid.
Now that the 3ds Max biped is characterized, you can add a Control rig you can animate. Go to the next procedure: Add a control rig to the characterized 3ds Max biped.
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