This lesson shows you how to export 3ds Max scene data in .fbx format to MotionBuilder. You can export an entire scene, or only a portion of the scene containing selected elements.
Export skeleton A in FBX format:
Notice that the skeleton has been positioned in a “T” pose, the stance commonly used by animators for skinning. You should always place your characters in this position before you export them to MotionBuilder.
Also, skeletons must be oriented in the minus Y axis direction. (All 3ds Max Biped systems are oriented this way when you create them.)
Skeleton A oriented in a minus Y direction
3ds Max opens the FBX Export dialog. Here, you specify how to convert the 3ds Max scene information.
This option should be turned on only when the scene you want to export has animation.
If you were exporting a mesh with a character, the Embed Media option would embed in the FBX file any texture maps associated with the character. But since you are exporting a skeleton only, this option is not needed.
This setting assigns the exported character a Y-up axis, the orientation used by objects in MotionBuilder. This setting is required because objects created in 3ds Max use a Z-up orientation.
In this case, we have MotionBuilder 2010 installed, so we chose FBX 2010 as the version to export.
Typically, you would also export a mesh, properly skinned onto a skeleton. This is what you do in the next procedure.
Scene consists of a biped skeleton inside a mesh
The Select From Scene dialog opens, showing both the mesh and the biped. The biped hierarchy uses a naming convention recognized by MotionBuilder.
The FBX Exporter displays a warning message. This is because Pepe has a Multi/Sub-Object material that FBX and MotionBuilder don’t recognize. We don’t plan to render Pepe in MotionBuilder (after animating in MotionBuilder, you import the Pepe model back into 3ds Max), so the warning is not important: Click OK to dismiss it.
You might see an additional warning that says “Unsupported controller (1) / Turned edges (1)”: This is because the Pepe mesh is an Editable Poly object, rather than an Editable Mesh. This doesn’t affect the workflow, so dismiss this warning, too.
The Pepe character is exported as an FBX file to the same folder as the biped skeleton you saved earlier.
The Select From Scene dialog displays the modified names of the character parts. Each bone is now identified by the PEPE prefix.
In the next lesson, you will use this FBX file to learn how to import custom-named characters into MotionBuilder.
In the next few lessons, you will be working in MotionBuilder.