Tutorials > Loading and Characterizing Character Models >

# Complete the character map

In the following procedure, you define the structure of your character model for MotionBuilder by mapping the required nodes in the Mapping list. Character mapping describes the character model for MotionBuilder, indicating what are the legs, arms, and so on.

Although you can map and characterize a character by dragging the Character asset onto a character model, this tutorial shows you how to manually map Mia’s structure.

To complete the character map:

1. From the Templates > Characters folder of the Asset browser, drag the Character asset into an empty area of the scene.

   Drag the Character asset into the scene

   A Character asset is added in the Scene browser (A) and the Character Settings are displayed in the Navigator window (B).

   Navigator window: A. Character in the Scene browser B. Character Settings

2. Switch to the Character Definition pane in the Character Settings and expand the Base (required) group of nodes in the Mapping list (A).

   Character Definition pane: A. Base nodes

   This group of nodes is required for MotionBuilder to recognize the structure of your character model. If you had automatically characterized this character, the Mapping list would be populated with the character’s bone names.

3. In the Viewer window, switch to the Schematic view (Ctrl-W) and press A to frame the hierarchy.

   Schematic view of Mia’s structure

   The Schematic view makes it easier to select bones from the model’s hierarchy because each bone is represented as a rectangular node.

4. In the Scene browser, activate the Lock option to lock the view of the Character Definition pane.

   Navigator window: A. Scene browser Lock option activated

5. In the Schematic view, zoom in ( or Ctrl-drag) and pan ( or Shift-drag).

   These navigation buttons are at the to centre of the Viewer window.

6. In the Schematic view, press the keyboard shortcut Shift-N.

   The Find Model By Name dialog appears.

7. Enter Mia:LeftUpLeg and click OK.
8. In the Schematic view, locate the Mia:LeftUpLeg node, and select the node.
   TipYou can use the keyboard shortcut Ctrl-drag to zoom in and the keyboard shortcut Shift-drag to travel (or pan) in the Viewer window.

   Mia:LeftUpLeg node selected

   NoteWhen you know the name of the node you are looking for, you can press Shift-N to open the Find Model by Name dialog box and do a quick search.
9. Alt-drag the Mia:LeftUpLeg node into the Base (required)LeftUpLeg Mapping List slot.

   Mia’s LeftUpLeg node mapped to MotionBuilder LeftUpLeg

   When you characterize this character, MotionBuilder recognizes that for this skeleton the LeftUpLeg node is called Mia:LeftUpLeg.

10. Use the following checklist and figure as guides to map the rest of Mia’s bones to the Base (required) nodes in the Mapping list.
    Note Although Mia has many bones, you are only required to map the Base group of 15 for MotionBuilder characterization.

    Bone | Slot | Mapped
    --- | --- | ---
    Mia:Hips | Hips |
    Mia:LeftUpLeg | LeftUpLeg | x
    Mia:LeftLeg | LeftLeg |
    Mia:LeftFoot | LeftFoot |
    Mia:RightUpLeg | RightUpLeg |
    Mia:RightLeg | RightLeg |
    Mia:RightFoot | RightFoot |
    Mia:Spine | Spine |
    Mia:LeftArm | LeftArm |
    Mia:LeftForeArm | LeftForeArm |
    Mia:LeftHand | LeftHand |
    Mia:RightArm | RightArm |
    Mia:RightForeArm | RightForeArm |
    Mia:RightHand | RightHand |
    Mia:Head | Head |

    After completing the character mapping process for the Base group, the Mapping list resembles the Mapping List shown in the following figure.

    Mia’s base bones mapped to the Base nodes in the Mapping list

    The Character mapping is now complete.