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Using 3ds Max with Motionbuilder - Part 5 - CAT Rigs, cont'd

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Uploaded by on Mar 21, 2011

Level: Advanced
Recorded in: Motionbuilder 2011, 3ds Max 2011
Files used: http://areadownloads.autodesk.com/wdm/3dsmax/HTM-INT_mobu.zip
Description: Once you have characterized your CAT rig and animated it in Motionbuilder, you import the animation back to 3ds Max for rendering purposes. The process is a bit different from what you have learned earlier but easy enough once you understand the workflow as shown in this movie.

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Uploader Comments (3dsMaxHowTos)

  • plzzzzzzzz can you tell me how to insert biped in to my created character in 3ds max,,this is the order that i've done before but it was unsuccesful,,

    1. Open my character in 3ds max

    2. then creat biped

    3.then click in to my character and click convert to editable mesh

    4.modify list and press skin

    5.then add alla the bones elements,,

    6 export asa fbx file

    7 then i opened that file from motion builder but when i drag a character to it it says that some elements are missing lick head,,upper thigh

  • @TheWasura The problem you are having is based on the fact that biped has a different naming convention than motionbuilder. Instead of using the Character tool in Motionbuilder, you should use the Biped Template.

    This is all explained in great detail in the Part 3 movie of the Motionbuilder Interop series (Biped skeletons).

    Please watch that movie to understand what you're doing wrong.

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  • Good tip on the keyframed spine. I've found that retargeting to the CAT rig I always need to move the CAT pelvis slightly, and then it jumps to the source pelvis and the data/ targeting then works fine- which seems a little odd but it works..

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