Part
of your development pipeline might take you to MotionBuilder, a powerful
3D character-animation suite.
With MotionBuilder, you
can quickly and easily rig characters, then set up their animation
using a full-body FK/IK manipulation rig. You can also retarget
animation data between characters, as well as blend, edit, and sequence
tracks in a timeline editor, combining animation with cameras, digital
video, and audio.
As you build your animation,
MotionBuilder provides real-time playback of character performance.
There is no need to preview or render your work.
This tutorial shows you
how to import a character to MotionBuilder, add animation using
both the FK/IK manipulation rig as well as data from a motion-capture
file, then export your work back to 3ds Max as a fully editable
animated character.
In this tutorial, you
will learn how to:
- Label 3ds Max biped skeletons for
easy conversion to MotionBuilder
- Export a 3ds Max biped as an FBX file,
then import to MotionBuilder
- Characterize a skeleton in MotionBuilder
for animation as a full FK/IK rig
- Animate a character in MotionBuilder
based on motion-capture data
- Use keyframes to fine-tune character
movement
- Export character animation as an FBX
file from MotionBuilder, then import to 3ds Max
- Fine-tune character animation in 3ds Max.
Skill level: Intermediate
Time to complete: 1 1/2
hours
Preparation for This Tutorial
- If you have not already downloaded the
tutorial files (MAX scenes and other assets), download them now
and unzip them into a project folder called \Autodesk 3ds Max 2011 tutorials. See
Where to Find Tutorial Files.
- On the Quick Access toolbar, click Project Folder and set your
current project to Autodesk 3ds Max 2011 Tutorials.