You can take the animated
biped skeleton and use it to generate a 3ds Max bone structure
that follows the same animation, by using the File Export and Import
capabilities. In just a few steps, you will be able to take your
biped animation and use it without the biped attached.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to
the \character_animation\freeform_animation folder, and
open createbones_start.max.
Create animated bones from bipeds:
- Play the animation.
Observe the biped and its movement.
- From the Application menu, choose Export.
- Name the file mycreatebones.fbx. From
the Save As Type list, choose Autodesk (*.FBX), and then click Save.
3ds Max opens the Export FBX dialog.
- Accept all the default values. and click
OK.
Wait while the exporter
calculates the TRS animation.
- From the Application menu, choose
Reset.
The biped disappears
and the viewports reset.
- From the Application menu, choose
Import, then import the FBX file you just exported.
The import dialog appears.
- In the Import Configuration group, click
the More button next to Bones.
Use the Advanced Bone Options dialog that opens
to set the Bone Objects Width
and Length both to 3.
- Click OK to close the dialog. Click OK
again to import the FBX file and create the bones.
A bone skeleton appears in the viewport.
- Play the animation.
The skeleton has the identical animation as
the original biped.
- Save your file as mycreatebones.max.
You can open createbones_final.max for comparison.
See
MotionBuilder Interoperability for
more information about working with bone animation, FBX files, and
the MotionBuilder application.
Summary
This tutorial showed
you a variety of ways to animate a Biped without using Footsteps
mode. In addition, it showed how you can apply a Biped animation
to a skeleton made from 3ds Max Bones.