This lesson shows you
how to import an FBX file to MotionBuilder and characterize the
bones of the skeleton you need to animate. You will then assign
the skeleton a control rig.
Import a skeleton:
- Start MotionBuilder.
- Choose Layout Editing so the MotionBuilder layout will
correspond to that shown in these lessons.
- In MotionBuilder, on the Asset Browser
explorer panel, right-click a blank area of the folder list and
choose Add Favorite Path.
- On the Open Directory dialog, navigate
to the \3ds Max 2010 tutorials\export folder.
Highlight the folder and click OK.
The folder displays as
a shortcut in the Asset Browser
NoteAn \export folder is also provided with
MotionBuilder: By default, this one contains only a couple of files.
- Click the folder name so you can view
its contents.
The folder contents display
in the right-hand pane of the Asset Browser.
Now you have fast access
to the FBX files you want to import into MotionBuilder.
If you had saved your
FBX files from MotionBuilder instead of from 3ds Max, you could
open them simply by dragging their file icon from the Asset Browser
into the Viewer. However, dragging the icons of FBX files created
in external applications launches a series of dialogs that prompt
you for more information. Because of this, it is easier to import
files created in 3ds Max through an FBX Plug-in Import dialog.
- From the main menu, choose File FBX Plug-In Import.
- On the Open File dialog, navigate to
the \3ds Max 2010 tutorials\export folder,
highlight mybone-skeleton.fbx, and
click Open.
If you like, you can
import the presaved file _bone_skeleton.fbx, instead.
- On the FBX Plug-In Import Options dialog,
leave the default settings unchanged, and click Open.
The MotionBuilder Viewer
window displays the MotionBuilder equivalent of the Bones skeleton
you exported from 3ds Max.
Familiarize yourself with Viewer navigation
in MotionBuilder:
Pause now and take a
moment to try a few MotionBuilder navigation techniques.
- Press Ctrl+Shift+drag
to orbit around the scene.
- Ctrl+drag
to zoom in and out of the scene.
- Shift+drag
to pan the scene.
TipYou can also use
the ViewCube to navigate the scene. The ViewCube in the MotionBuilder
Viewer behaves the same as it does in 3ds Max viewports.
Characterize the skeleton:
Now you need to characterize
the skeleton bones before you can animate them. Characterization
is the way you rig a skeleton in MotionBuilder.
- On the Asset Browser, click Templates Characters.
- Drag the Character tool from the Asset
Browser, and drop it on the skeleton’s center of mass.
When you release the
mouse, a pop-up menu shows the Characterize option.
- Click Characterize.
- On the Character dialog, click Biped
to indicate the type of rigging to apply to the character (the other
choice is Quadruped).
NoteAs the dialog mentions,
the character must be in a “stance” (“T”) pose and be facing in
the positive Z axis (the equivalent of the negative Y axis that
you converted when exporting the .max file
into .fbx format).
- On the Character Controls window, choose
Edit Control Rig Input.
You must choose this
setting if you intend to keyframe your character.
- On the Create Control Rig dialog, click
FK/IK.
FK/IK is the method commonly
used to animate characters.
- In the Character Controls window Active group, turn on
Ctrl Rig In.
This setting activates
the Character Controls Character
Representation to the left. The Character Representation is an image
of a biped, with all the effectors you need to animate the control
rig.
Your character is now
rigged and ready to receive animation.
Because your character
bones were properly labeled, it took just seven steps to successfully
rig your character. In 3ds Max, rigging a character using regular
FK/IK constraints would have taken a great deal more effort.
Animate the skeleton:
- On the Character Controls pane Character Representation,
click to select the right hand effector.
- With your mouse over the Viewer, press T (for Translate), and move the
hand down. As you continue to move the hand, the arm extends, and
the rest of the body reacts in a natural movement.
Characterize a Biped skeleton:
- From the main menu, choose File New. Do not save the
skeleton animation.
- Choose File FBX Plug-In Import.
- On the Open File dialog, navigate to
the \3ds max tutorials\export\ folder,
highlight mypepe_biped01.fbx and
click Open.
If you like, you can
import the presaved file _pepe_biped_bip01.fbx, instead.
On the FBX Plug-in Import
dialog, leave the default settings unchanged and click Open.
The Pepe character mesh
displays in the Viewer.
- Place the cursor anywhere inside the
Viewer and press A.
Pressing A is the equivalent of using Zoom
Extents in 3ds Max. It zooms in to all visible objects in the
Viewer.
- With your cursor still in the Viewer,
press Ctrl+A to obtain
a skin-only view. Press Ctrl+A again
to switch to X-ray mode.
In this mode, you can
view and select both the character mesh as well as the bones, either
individually or by region selection.
- Drag the Character icon from the Asset
Browser into the Viewer, then release the icon over the skeleton’s
center of mass, as shown in the next illustration.
- On the pop-up menu, click Characterize.
An error message displays,
indicating that the characterization of the bones could not be completed.
This is because MotionBuilder could not recognize the names that
identify the Pepe character bone system.
- Click OK.
A list displays all the
bones MotionBuilder could not find.
- Click Close, then go to the Navigator
window, expand the Characters list, then double-click the Character
entry.
- If the Character Definition pane is not
already active, click the Character Definition tab.
- In the left-hand column, expand the Base
(Required) list.
The Mapping List in the
Character Definition pane shows all the skeleton components whose
mapping conversion was not recognized by MotionBuilder. The Base
(Required) list shows the most crucial of these.
The standard MotionBuilder
character template works well for 3ds Max Bones systems, but
it is not set up for Biped skeletons. You will try again with the
Biped template.
Change the template to a Biped template:
- In the Navigator list, click the Character
entry to highlight it, then right-click and choose Delete.
- Drag the 3ds Max Biped Template from
the Asset Browser to the Viewer, and drop it on the Pepe character’s
center of mass.
This tool is similar
to the Character tool you used earlier, but it is designed to recognize
the bones of a biped object created in 3ds Max (bones that use
the Biped link-naming convention for their suffixes).
- On the pop-up menu, choose Characterize.
- On the Character Controls window, choose
Edit Control Rig Input.
- On the Create Control Rig dialog, click
FK/IK.
- In the Character Controls window Active group, turn on
Ctrl Rig In.
- On the Character Control pane Character Representation,
click to select the right hand effector, then with your mouse over
the Viewer, press T for Translate, and
move the hand.
The Pepe skeleton is
fully rigged.
- Go to the Navigator window, double-click
the Bip01 entry, and on the Character
Definition pane, expand the Base (Required) list.
The Mapping List column
shows how the 3ds Max Biped Template tool has characterized the
bones by mapping their conventional Biped names onto the default
MotionBuilder naming convention, shown in the Base (Required) list.
No Naming Template was used.
You can characterize any
Biped skeleton this way, regardless of the prefix given to the bones
of the biped. If you want to, try it with the file you saved earlier
called my_pepe_named.fbx (or
use the presaved file _pepe_biped_pepe.fbx).
Save your work:
- Choose File Save As, and save the file as mypepe_rigged.fbx.
In the Save Options dialog, accept the defaults, then click Save.