1. Lets start up 3dsmax, and create a biped (street talk: bi-Piddle)
2. Important... this is very important .... for things to work correctly in Motionbuilder... YOU MUST start your biped in T-Stance before exporting. Rotate the shoulder pivot to get the bidped into the right pose.
3. now lets export once you are set. FILE EXPORT as an FBX. Once exported, save the 3dsmax file because we will need it later.
4. Lets fire up Motionbuilder. Also another important step. When importing this, we MUST use FBX plug-in Import. FILE FBX Plug-in Import.. if you use the regular import, it wont work.
5. Now we need to Characterize this biped. Because Biped 3dsmax has a naming convention for their bipeds, we dont have to worry about renaming the rig..... THANKS TO 3Ds MAX Biped Template. In the Asset Browser - go under TEMPLATES CHARACTERS 3DS MAX BIPED TEMPLATE. Drag this onto the HIPS of the biped.
6. Lets go STORY to import some animation. Right Clip and go to INSERT CHARACTER ANIMATION TRACK
7. Choose some animation and Set the CHARACTER dropdown to 3ds max biped template... or the name that it came in on. WAHLAH.... the biped should now have the animation attached to it. It should now be controlled by your story track.
8. Once you are set. PLOT THAT BAD BOY. first to the Control Rig... you can edit the motion, then PLOT to the SKELETON to finalize. Save this file and we are ready to reimport this back into max.
9. Lets go back to max and lets open the 3dsmax file of the biped you saved eariler. Go to FILE IMPORT and choose the FBX file you saved from motionbuilder. BOOM, DONE.
important notes to keep in mind.
1. in 3dsmax, export the biped in centimeters as a unit. this avoides errors.
2. when importing into 3dsmax, the rig should be the same. if the character you are importing and the biped in max have different naming conventions.... it just wont work.
3. you can use a bidped for a skeleton for your real models..... just use the biped as the rig...
im out.









1 comment:
A nice and easy tutorial indeed,
i was wondering if there are detailed tutorials available of the max and motion builder pipeline.... since im a max user, going to maya means investing a lot of time probably a year to through the character animation process.
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