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 2012 tutorials. See Where to Find Tutorial Files.
- On the Quick Access toolbar, click Project Folder and set your current project to Autodesk 3ds Max 2012 Tutorials.