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.
NoteThis lesson shows the interface for MotionBuilder 2012. If you are using an earlier version of MotionBuilder, the interface
appears different, and various details have changed. If this is the case, you might want to follow the 3ds Max 2011 tutorial
for interoperability with MotionBuilder, which you can find at
this Web page. If you use the earlier version of this tutorial, be sure to download the sample files appropriate to that version: Extract
them to a folder that is distinct from the one you use for 3ds Max 2012 tutorials.
The 3ds Max 2010 tutorial about MotionBuilder has steps that are almost the same as the 3ds Max 2011 version, but some of
the steps that concern character naming are no longer necessary.
Import a skeleton:
- Start MotionBuilder.
- Choose Layout Editing so the MotionBuilder layout will correspond to that shown in these lessons.
- In MotionBuilder, on the Resources window Asset Browser tab, right-click a blank area of the folder list and choose Add Favorite Path.
- On the Open Directory dialog, navigate to the \3ds Max 2012 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.
- Drag the file mybone-skeleton.fbx from the the \3ds Max 2012 tutorials\export folder in the Asset Browser, then drop it on the Viewer window.
If you like, you can import the presaved file _bone_skeleton.fbx, instead.
- In the Viewer window, choose FBX Open <No Animation> from the pop-up menu that MotionBuilder displays.
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 Tools window Character Controls tab, click the menu button and from the menu choose Control Rig Create.
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.
- On the Character Controls window Character Controls tab, click to turn on Control Rig.
This setting activates the Figure view. The Figure view now shows 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 Figure view, click to select the right hand effector.
- With your mouse over the Viewer window, press T (for Translate), and move the hand.
NoteIn versions of MotionBuilder prior to MotionBuilder 2012, moving the arm a sufficient distance also moved the upper torso,
but with the HumanIK ® technology used in MotionBuilder 2012, to move the upper torso you have to move the control point at the character's chest.
Characterize a Biped skeleton:
- From the main menu, choose File New. Do not save the skeleton animation.
- On the Resources window Asset Browser tab, click the export folder you created earlier.
- Drag mypepe_biped01.fbx from the Asset Browser to the Viewer window.
If you like, you can use the presaved file _pepe_biped_bip01.fbx, instead.
In the Viewer window, choose FBX Open <No Animation> from the pop-up menu that MotionBuilder displays.
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 Navigator tab. In the list at the left, expand the Characters entry, then double-click the entry for the Character you just
assigned to the skeleton.
- 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 Tools window Character Controls tab, click the menu button and choose Control Rig Create.
- On the Create Control Rig dialog, click FK/IK.
- On the Character Tools window Character Controls tab, turn on Control Rig.
- On the Character Controls tab Figure view, 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.