Optimizing characters in 3ds Max for export to MotionBuilder

 
 
 

This section provides information about how to build characters, skeletons, apply skinning, and so on, in 3ds Max so it is read correctly by MotionBuilder.

To create a character in 3ds Max:

  1. Build a mesh.
  2. Apply the UV mapping.
  3. Build a skeleton. See Optimizing 3ds Max skeletons for export to MotionBuilder.
  4. Skin the character. See Optimizing 3ds Max skinning for export to MotionBuilder.
NoteThe workflow for exporting to MotionBuilder with pre-2012 versions of 3ds Max is described in Exporting 3ds Max characters to MotionBuilder. If you have 3ds Max 2012 or later, see the tutorial 3ds Max characters.

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License