Using an HTR Motion File with character studio

    Note: To use an HTR file with a character studio biped, you need to be familiar with using the Map Animation dialog, as well as the naming scheme used for the original motion-captured animation. Once you have created a map (XMM) file, you can use it to map different animations from the source figure onto the same target biped.
  1. Import the HTR motion into your scene, using the Skeleton Create option (see Interface section, following).
  2. Once the skeleton is imported, select all its bones and use Animation Save Animation to save the animation as an XAF file.
  3. Create a biped in the scene.
  4. Select all the biped bones and load the previously saved animation onto it using Animation Load Animaton.
  5. 3ds Max prompts you to create an XMM file.
  6. In the Map Animation dialog, map all relevant bones from the first skeleton (created from the HTR import process) onto bones in the current biped.

    If the original skeleton and the biped have different proportions, you might also need to retarget bones according to their scale. See Retargeting Rollout_TOPIC.

  7. Once the mapping process is done, save your XMM file and then load the XAF motion.