Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Animation / Applying.fbx motion to 3Ds Max Biped
  RSS 2.0 ATOM  

Applying.fbx motion to 3Ds Max Biped
Rate this thread
 
43968
 
Permlink of this thread  
avatar
  • qooking
  • Posted: 04 June 2010 10:30 PM
  • Total Posts: 1
  • Joined: 05 June 2010 05:28 AM

hi mates,

do you guys have tutorials or steps for applying.fbx motion to 3Ds Max Biped?
i want to know the offical step.

john



Replies: 1
/userdata/avatar/avatar_108757.jpg

I´ve just learned this unoffical today :

- from Endorphin, export .bvh with “Target Reference Character” and choose “Eyes Japan” and Accuracy= Accurate
- load a biped in Max, and your .bvh (ex-.fbx)

Author: LAOMUSIC

Replied: 30 December 2011 02:10 AM  
avatar
  • Vaati
  • Posted: 17 June 2010 07:14 AM

I can’t say I know what you’re talking about, but you’ll probably get an answer sooner if you clarify yourself a little bit more. What is a (.fbx)? Am I right to assume it’s a motion capture file? Do you get any error messages or popups, or do you not know where to begin?



Replies: 0
avatar
  • kshep92
  • Posted: 10 July 2010 05:24 AM

It’s pretty easy once you have a biped with the same naming setup as the animation data in your FBX file.

Usually you would be trying to import an FBX file into max if you:
Created an animation using character studio or something > exported an FBX to do some more animation work in Endorphin or Motionbuilder > saved the “touched up” animation in the same FBX file > re-import that file to your Max Scene. Your Biped or bone system will move with the animation data on that FBX file.

If the FBX file cannot find geometry or bones with the corresponding names in your Max scene, it will create a skeleton on its own and put the animation on that (and i’m not sure what you can do with the created skeleton at this point).



Replies: 0
avatar
  • danim8r
  • Posted: 13 July 2010 07:47 AM

export biped used in character as fbx
import into motionbuilder
characterize
retarget data to imported charzd. biped skel.
select all bones in skel (plot character)
export .fbx anim only
in max import .fbx file and check merge



Replies: 0