3ds Max cannot read
the control rig information that defines character animation in
MotionBuilder. For 3ds Max to recognize this animation, you need
to plot, or “bake,” the keyframe data into the character’s skeleton.
Set up the lesson:
- In MotionBuilder, continue
from the previous lesson, or from the main menu, choose File New and then from the
Asset Browser Export
folder, open the file pepe_biped_unplotted.fbx.
Bake animation onto the Pepe character
skeleton:
- On the Character Controls window Character Controls pane Edit menu, choose Plot
Character.
- On the Character dialog, click Skeleton.
On the second Character
dialog, leave the default values unchanged and click Plot.
The character control
rig is deactivated, but the Pepe character retains all animation
information.
TipIf you need to edit
the character’s movement after its animation has been plotted, simply
go back to the Character Control panel
Character Controls tab
Edit menu, and choose Plot Character
Control Rig again. When
you are done, repeat steps 1 to 2 to bake the animation back onto
the character skeleton.
When you save your file,
you will have not only the animated character Pepe in your scene,
but the reference skeleton as well. You could delete the skeleton
from the scene or select the Pepe character and save it to another
file for import to 3ds Max, but this is not mandatory. As you
will see, you can just as easily strip out the skeleton during the
import process to 3ds Max.
- From the main menu, choose File Save As, then in the
Save File dialog, enter mypepe_biped_plotted and click
Save. In the Save Options dialog, accept the defaults, then click
Save.
- Exit MotionBuilder.