Tutorials > Sending 3ds Max Scenes to MotionBuilder >

# 3ds Max characters

This tutorial shows you how to send to MotionBuilder a character with a skeleton created and skinned in 3ds Max, characterize and animate the character in MotionBuilder, and send the animated character back to 3ds Max.

The following assets are required for this tutorial:

- Pepe.max
- Iceslip.fbx

The following assets are the result assets of this tutorial:

- Pepe.fbx
- Pepe_rigged.fbx
- Pepe_Mocap.fbx
- Pepe_keyanim.fbx
- Pepe_keyanim.max

NoteThe tutorial assets can be found in the Asset Browser under the Tutorials folder and in the MotionBuilder Tutorials directory on your system.
Best PracticeEnsure you always use the latest update of the tutorials and tutorial assets to complete the tutorials. You can download the latest update from: http://www.autodesk.com/motionbuilder-tutorials. If you download the tutorial assets to a location other than the MotionBuilder default location, remember to add this location (add a favorite path) in the Asset browser so you can access the assets via the Asset browser.

To add a favorite path:

1. In the Resources window, right-click the Asset browser pane.

   A context menu displays.

2. Click Add favorite path from the context menu.
3. In the Open directory window, navigate to the directory you would like to add in the Asset browser.
4. Click the directory and then click OK.

   The directory is added to the Asset browser pane in numeric alpha order.

#### See Also

- 3ds Max skeletons
- 3ds Max bipeds

#### Topics in this section

- Send a 3ds Max character to MotionBuilder
- Characterize the 3ds Max character
- Add a Control rig to the characterized 3ds Max character
- Animate the 3ds Max character
- Modify the animation of the 3ds Max character
- Send the animated 3ds Max character to 3ds Max