Sending to Maya or MotionBuilder converts a 3ds Max CAT bipedal character into a Maya- or MotionBuilder-compatible HumanIK character. This compatibility allows you to transfer your character structure/definition and animation from 3ds Max to an FK representation on a HumanIK skeleton in Maya or MotionBuilder. Any changes or new animation that you create in Maya or MotionBuilder can be sent back onto your original CAT character in 3ds Max. You can then continue to animate in the context of your 3ds Max scene.
Selecting just one element of the character sends the entire character to Maya or MotionBuilder.
The character loads with a valid skeleton definition, and any animation you created in 3ds Max is baked onto your character's HumanIK skeleton or simple joints. You can now animate this HumanIK character in Maya or MotionBuilder.
To retarget animation from another HumanIK character to your CAT character, select the other HumanIK character from the Source drop-down list.