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"description":"© Copyright 2013 Autodesk, Inc. All rights reserved.",
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{"title":"Autodesk MotionBuilder 2014",
"href":"./files/GUID-9EBCBF80-9BF6-4C9F-B0F9-1B36F1DE90A1.htm",
"description":"2012.02.10; Miriam Sterle: The generic shared content on this page is referenced from GUID-80360CE8-8FD6-447F-8FAD-87C37A5FB36D (/General/ADSK/Conrefs/Corporate/Topics/Base-Title Secure) and used in a",
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{"title":"Tutorials",
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"description":"",
"ancestors":[]},
{"title":"Introduction",
"href":"./files/MotionBuilder_Tutorials.htm",
"description":"This chapter includes a set of nine Autodesk MotionBuilder tutorials that demonstrate how to use the more powerful keyframe and character animation features.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"MotionBuilder Workflows",
"href":"./files/MotionBuilder_Tutorials_MotionBuilder_workflow.htm",
"description":"There are two workflows you can use when working with the MotionBuilder software and the 3ds Max software. The Autodesk interoperability workflow and the Autodesk generic workflow. Although some of the procedures in the last tutorial ( ) use the Send To single-step interoperability workflow, you can opt to use the generic workflow. Refer to the MotionBuilder 2013 Help available at: http://www.autodesk.com/motionbuilder2013-documentation for legacy workflow.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Loading and Characterizing Character Models",
"href":"./files/Loading_and_characterizing_character_models.htm",
"description":"",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Loading_and_characterizing_character_models_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene, open and save the file required to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Loading and Characterizing Character Models","href":"./files/Loading_and_characterizing_character_models.htm"}]},
{"title":"Complete the character map",
"href":"./files/Loading_and_characterizing_character_models_Complete_the_character_map.htm",
"description":"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.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Loading and Characterizing Character Models","href":"./files/Loading_and_characterizing_character_models.htm"}]},
{"title":"Characterize the character model",
"href":"./files/Loading_and_characterizing_character_models_Characterize_the_character_model.htm",
"description":"The following procedure shows you how to characterize a model. The moment you characterize a character model, MotionBuilder reads the structure you have outlined in the Mapping list, taking the model’s current pose as the base for all future poses and movement.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Loading and Characterizing Character Models","href":"./files/Loading_and_characterizing_character_models.htm"}]},
{"title":"Creating and Customizing a Control Rig",
"href":"./files/Creating_and_Customizing_a_Control_rig.htm",
"description":"This tutorial guides you through the procedures necessary to create a Control rig and customize the Control rig to create animation in subsequent tutorials.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Creating_and_Customizing_a_Control_rig_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the file needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating and Customizing a Control Rig","href":"./files/Creating_and_Customizing_a_Control_rig.htm"}]},
{"title":"Create a Control rig",
"href":"./files/Creating_and_Customizing_a_Control_rig_Create_a_Control_rig.htm",
"description":"In the following procedure, you create and prepare a Control rig for the Mia character.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating and Customizing a Control Rig","href":"./files/Creating_and_Customizing_a_Control_rig.htm"}]},
{"title":"Adjust the foot floor contact markers",
"href":"./files/Creating_and_Customizing_a_Control_rig_Adjust_the_foot_floor_contact_markers.htm",
"description":"In the following procedure, you adjust how the character’s feet touch the floor using the floor contact markers.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating and Customizing a Control Rig","href":"./files/Creating_and_Customizing_a_Control_rig.htm"}]},
{"title":"Adjust the hand floor contact markers",
"href":"./files/Creating_and_Customizing_a_Control_rig_Adjust_the_hand_floor_contact_markers.htm",
"description":"In the following procedure, you define the floor contact for the hands so that when Mia’s hands touch the floor, it produces a realistic result.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating and Customizing a Control Rig","href":"./files/Creating_and_Customizing_a_Control_rig.htm"}]},
{"title":"Add Auxiliary pivots",
"href":"./files/Creating_and_Customizing_a_Control_rig_Add_Auxiliary_pivots.htm",
"description":"In the following procedure, you create two Auxiliary pivots for additional control over the IK system on Mia’s Control rig. These Auxiliary objects can be used to create realistic rotation on Mia’s feet as she walks. They also make it easier to rotate Mia’s feet while creating keyframe animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating and Customizing a Control Rig","href":"./files/Creating_and_Customizing_a_Control_rig.htm"}]},
{"title":"Creating a Character Extension",
"href":"./files/Creating_a_Character_Extension.htm",
"description":"This tutorial guides you through the procedures necessary to create a Character Extension that enables you to control extra appendages for a character.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Creating_a_Character_Extension_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the file needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Character Extension","href":"./files/Creating_a_Character_Extension.htm"}]},
{"title":"Connect the extra limb to the character",
"href":"./files/Creating_a_Character_Extension_Connect_the_extra_limb_to_the_character.htm",
"description":"In the following procedure, you create a Parent-Child relationship between the Servo arm and Mia’s shoulder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Character Extension","href":"./files/Creating_a_Character_Extension.htm"}]},
{"title":"Create a Character Extension",
"href":"./files/Creating_a_Character_Extension_Create_a_Character_Extension.htm",
"description":"In the following procedure, you create a Character Extension to connect the Servo arm to the Mia character so that they can be controlled and keyframed together.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Character Extension","href":"./files/Creating_a_Character_Extension.htm"}]},
{"title":"Creating a Walk Cycle",
"href":"./files/Creating_a_Walk_Cycle.htm",
"description":"This tutorial guides you through the procedures necessary for using poses to create a walk cycle.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Creating_a_Walk_Cycle_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the files needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Walk Cycle","href":"./files/Creating_a_Walk_Cycle.htm"}]},
{"title":"Create poses",
"href":"./files/Creating_a_Walk_Cycle_Create_poses_.htm",
"description":"In the following procedures, you create several full body poses on your character, including the Character Extension, to create a walk cycle.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Walk Cycle","href":"./files/Creating_a_Walk_Cycle.htm"}]},
{"title":"Create animation with poses",
"href":"./files/Creating_a_Walk_Cycle_Create_animation_with_poses.htm",
"description":"In the following procedure, you use the three poses you created to create one half of a walk cycle. By keyframing these poses at different frames, you create a short walking animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Walk Cycle","href":"./files/Creating_a_Walk_Cycle.htm"}]},
{"title":"Mirror poses",
"href":"./files/Creating_a_Walk_Cycle_Mirror_poses.htm",
"description":"In the following procedure, you mirror the three poses from the Pose browser to create the second half of the walk cycle. By keyframing these mirrored poses after the original poses, you complete the short walking animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Walk Cycle","href":"./files/Creating_a_Walk_Cycle.htm"}]},
{"title":"Play the animation",
"href":"./files/Creating_a_Walk_Cycle_Play_the_animation.htm",
"description":"in the Transport Controls window, click on the Action timeline and then press Ctrl-Shift-A to frame the animation on the Action timeline to its full length of 24 frames. Click Loop (A), then click Pl",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Walk Cycle","href":"./files/Creating_a_Walk_Cycle.htm"}]},
{"title":"Retargeting Character Animation",
"href":"./files/Retargeting_Character_Animation.htm",
"description":"This tutorial guides you through the procedures necessary to retarget animation from one characterized character to another. Since the source character includes a Character Extension and the target character does not, you must also retarget the Character Extension.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Retargeting_Character_Animation_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the files needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Retargeting Character Animation","href":"./files/Retargeting_Character_Animation.htm"}]},
{"title":"Save the character animation",
"href":"./files/Retargeting_Character_Animation_Save_the_character_animation.htm",
"description":"In the following procedure, you save the character animation using the Save Character Animation option. This lets you import Mia\'s animation to another character using the Load Character Animation option.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Retargeting Character Animation","href":"./files/Retargeting_Character_Animation.htm"}]},
{"title":"Create a scene",
"href":"./files/Retargeting_Character_Animation_Create_a_new_scene.htm",
"description":"In the following procedure, you create a scene.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Retargeting Character Animation","href":"./files/Retargeting_Character_Animation.htm"}]},
{"title":"Load character animation",
"href":"./files/Retargeting_Character_Animation_Load_character_animation_.htm",
"description":"In the following procedure, you load the character animation you saved earlier.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Retargeting Character Animation","href":"./files/Retargeting_Character_Animation.htm"}]},
{"title":"Play the animation",
"href":"./files/Retargeting_Character_Animation_Play_the_animation.htm",
"description":"Play the result animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Retargeting Character Animation","href":"./files/Retargeting_Character_Animation.htm"}]},
{"title":"Editing Character Animation",
"href":"./files/Editing_Character_Animation.htm",
"description":"This tutorial guides you through the procedures necessary to modify animation by creating animation layers. You modify the animation plotted to the character’s Control rig on two layers, then combine the original animation and your modified animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Editing_Character_Animation_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the files needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Editing Character Animation","href":"./files/Editing_Character_Animation.htm"}]},
{"title":"Modify the Character Extension animation",
"href":"./files/Editing_Character_Animation_Modify_the_Character_Extension_animation.htm",
"description":"In the following procedure, you create an animation layer and modify the animation of the Servo arm Character Extension.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Editing Character Animation","href":"./files/Editing_Character_Animation.htm"}]},
{"title":"Modify the head animation",
"href":"./files/Editing_Character_Animation_Modify_the_head_animation.htm",
"description":"In the following procedure, you use another layer to improve the animation by making Mia turn her head as she runs, when she stops, and again just before she turns around.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Editing Character Animation","href":"./files/Editing_Character_Animation.htm"}]},
{"title":"Play the resulting take",
"href":"./files/Editing_Character_Animation_Play_the_resulting_take.htm",
"description":"This topic is hidden Hidden with ISHcondish= REMOVED (in book map) as it is so short I added it to the bake animation before it. It really should be deleted now. TH March 03 2011 Play the take and observe your animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Editing Character Animation","href":"./files/Editing_Character_Animation.htm"}]},
{"title":"Creating a Loop",
"href":"./files/Creating_a_Loop.htm",
"description":"This tutorial guides you through the procedures necessary to animate a character and create a walk cycle using the Story window.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Creating_a_Loop_Preparing_your_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the files needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Create a Character track",
"href":"./files/Creating_a_Loop_Create_a_Character_track.htm",
"description":"In the following procedure, you create a Character track in the Story window, define the character affected by the track, and add some animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Create poses",
"href":"./files/Creating_a_Loop_Create_poses.htm",
"description":"Go to frame 0 (Ctrl-Home). In the Character Controls window, make sure Mia is selected in the Current Character menu (A), then select the Hips effector (B). Character Controls window A. Hips effector",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Match clips",
"href":"./files/Creating_a_Loop_Matching_clips.htm",
"description":"In the following procedure, you match and blend the two clips to remove the jump in the animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Process the clips",
"href":"./files/Creating_a_Loop_Processing_the_clips.htm",
"description":"January 26, 2010, Julie Dubé: BUG # 349908. Can’t process the clips to save a s a single clip; empty clips, no animation in scene. Stopped testing at this point.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Test the walk cycle",
"href":"./files/Creating_a_Loop_Testing_the_walk_cycle.htm",
"description":"In the following procedure, you test the new walk cycle clip to see if it loops smoothly.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Creating a Loop","href":"./files/Creating_a_Loop.htm"}]},
{"title":"Manipulating Clips",
"href":"./files/Manipulating_Clips_tut.htm",
"description":"This tutorial guides you through the procedures necessary to modify character animation by manipulating clips.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"Prepare the scene",
"href":"./files/Manipulating_Clips_Prepare_the_scene.htm",
"description":"In the following procedure, you prepare the MotionBuilder scene and open the files needed to start this tutorial.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Manipulating Clips","href":"./files/Manipulating_Clips_tut.htm"}]},
{"title":"Create a turn",
"href":"./files/Manipulating_Clips_Create_a_turn.htm",
"description":"In the following procedure, you slice a clip in two, then rotate a ghost clip vector to make Mia turn as she runs.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Manipulating Clips","href":"./files/Manipulating_Clips_tut.htm"}]},
{"title":"Blend two clips",
"href":"./files/Manipulating_Clips_Blend_two_clips.htm",
"description":"In the following procedure, you blend two clips to remove a jump in animation that occurs when Mia turns.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Manipulating Clips","href":"./files/Manipulating_Clips_tut.htm"}]},
{"title":"Add a clip",
"href":"./files/Manipulating_Clips_Add_another_clip.htm",
"description":"In the following procedure, you add a clip to the Character track in the Story window.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Manipulating Clips","href":"./files/Manipulating_Clips_tut.htm"}]},
{"title":"Match clips",
"href":"./files/Manipulating_Clips_Match_clips.htm",
"description":"In the following procedure, you match the last clip to the previous clip to remove the jump in the animation.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Manipulating Clips","href":"./files/Manipulating_Clips_tut.htm"}]},
{"title":"Sending 3ds Max Scenes to MotionBuilder",
"href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm",
"description":"The tutorial covers the following three kinds of animatable skeletons that originate from 3ds Max: Conventional 3ds Max bone system skeleton Biped system skeleton Skinned character with skeleton",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"}]},
{"title":"About frame rates",
"href":"./files/TOPIC_E7F7C435BA7B4E1589064B07B5BEBA1C.htm",
"description":"If you send a skeleton from 3ds Max to MotionBuilder, MotionBuilder changes its default frame rate of 24 frames per second (FPS) to match the frame rate of the 3ds Max file (30 FPS) when the file is imported into MotionBuilder. MotionBuilder retains the new frame rate (30 FPS) as the default unless you restore it to its native frame rate of 24 FPS.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"}]},
{"title":"Requirements",
"href":"./files/GUID-DD70BD75-E129-4544-8B74-CEB29CF774CE.htm",
"description":"To complete this tutorial, you need the current version of the 3ds Max and MotionBuilder software installed on your system.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"}]},
{"title":"3ds Max skeletons",
"href":"./files/GUID-8D411B02-B031-4435-9A44-4FCA647CF900.htm",
"description":"This tutorial shows you how to send a conventional 3ds Max bone system skeleton to MotionBuilder and characterize it so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"}]},
{"title":"Send a 3ds Max skeleton to MotionBuilder",
"href":"./files/GUID-5ED89764-D221-4042-97B3-AEC210BD081A.htm",
"description":"In the following procedure, you send a conventional 3ds Max bone system skeleton to MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max skeletons","href":"./files/GUID-8D411B02-B031-4435-9A44-4FCA647CF900.htm"}]},
{"title":"Characterize the 3ds Max skeleton",
"href":"./files/GUID-393B2676-F243-4EDA-9833-83DB6228759C.htm",
"description":"In the following procedure, you characterize in MotionBuilder the 3ds Max bone system skeleton you saved in the previous procedure ( ) so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max skeletons","href":"./files/GUID-8D411B02-B031-4435-9A44-4FCA647CF900.htm"}]},
{"title":"Add a Control rig to the characterized 3ds Max skeleton",
"href":"./files/GUID-9C351B2B-1092-4E02-9A62-7407BFC16393.htm",
"description":"In the following procedure, you add a Control rig to the 3ds Max bone system skeleton you characterized in the previous procedure ( ) so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max skeletons","href":"./files/GUID-8D411B02-B031-4435-9A44-4FCA647CF900.htm"}]},
{"title":"3ds Max bipeds",
"href":"./files/GUID-B2EB1569-639B-49A2-98F9-4BD4C6503614.htm",
"description":"This tutorial shows you how to create a 3ds Max biped, send the 3ds Max biped to MotionBuilder, and characterize it so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"}]},
{"title":"Create and send a 3ds Max biped to MotionBuilder",
"href":"./files/GUID-35943384-2A2C-4D49-AF95-3A68794BA8D5.htm",
"description":"In the following procedure you create a biped in 3ds Max and send it to MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max bipeds","href":"./files/GUID-B2EB1569-639B-49A2-98F9-4BD4C6503614.htm"}]},
{"title":"Characterize the 3ds Max biped",
"href":"./files/GUID-E65577D5-4627-4EB5-8300-A3525275DA05.htm",
"description":"In the following procedure, you characterize in MotionBuilder the 3ds Max biped you saved in the previous procedure ( ) so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max bipeds","href":"./files/GUID-B2EB1569-639B-49A2-98F9-4BD4C6503614.htm"}]},
{"title":"Add a control rig to the characterized 3ds Max biped",
"href":"./files/GUID-777F66F4-2230-4F74-8B44-F9E2B17F7297.htm",
"description":"In the following procedure, you add a Control rig to the 3ds Max biped you characterized in the previous procedure ( ) so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max bipeds","href":"./files/GUID-B2EB1569-639B-49A2-98F9-4BD4C6503614.htm"}]},
{"title":"3ds Max characters",
"href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm",
"description":"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.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"}]},
{"title":"Send a 3ds Max character to MotionBuilder",
"href":"./files/GUID-D2958A5F-F343-4A41-B55F-17AF0ED25D79.htm",
"description":"In the following procedure, you send a 3ds Max character to MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
{"title":"Characterize the 3ds Max character",
"href":"./files/GUID-37C8DF02-A4B7-421C-A0E3-FFE4A8806F83.htm",
"description":"In the following procedure, you characterize in MotionBuilder the 3ds Max Pepe character you saved in the previous procedure ( ) so you can animate it in MotionBuilder. The Pepe character is a 3ds Max biped, with a mesh and materials.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
{"title":"Add a Control rig to the characterized 3ds Max character",
"href":"./files/GUID-BE43C217-3B65-4BD3-92B4-A07460038942.htm",
"description":"In the following procedure, you add a Control rig to the 3ds Max character you characterized in the previous procedure ( ) so you can animate it in MotionBuilder.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
{"title":"Animate the 3ds Max character",
"href":"./files/GUID-E23A958C-0693-4397-89C9-2EA1ED8AE788.htm",
"description":"In the following procedure, you animate in MotionBuilder the 3ds Max Pepe character you rigged in the previous procedure ( ) by using motion capture data.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
{"title":"Modify the animation of the 3ds Max character",
"href":"./files/GUID-3D54C314-2BF4-4C51-8C22-601DD491195E.htm",
"description":"In the following procedure, you set keyframes to the 3ds Max Pepe character you animated in the previous procedure ( ) to resolve the animation issues with Pepe\'s hands.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
{"title":"Send the animated 3ds Max character to 3ds Max",
"href":"./files/GUID-20B6D8CB-3687-4B97-A9E4-9B744FE1E1FF.htm",
"description":"In the following procedure, you send the 3ds Max character you animated in MotionBuilder back to 3ds Max.",
"ancestors":[{"title": "Tutorials","href":"./files/topichead_0.htm"},{"title": "Sending 3ds Max Scenes to MotionBuilder","href":"./files/GUID-B989247F-8578-49FD-B14D-8F92780473AE.htm"},{"title": "3ds Max characters","href":"./files/GUID-438662F9-0711-48D5-867B-F09B0E8FA626.htm"}]},
]);
top.HlpSys.search.data.registerSearchProvider(searchResultProvider);
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