In the following procedure, you set keyframes to the 3ds Max Pepe character you animated in the previous procedure (Animate the 3ds Max character) to resolve the animation issues with Pepe's hands.
If you did not perform the previous procedure, you can use the Pepe_Mocap.fbx file located in the MotionBuilder root directory in the Tutorials folder on your system.
To fine-tune the motion capture animation of the 3ds Max Pepe character:
- If you closed your MotionBuilder session, launch MotionBuilder and open the Pepe_Mocap.fbx file.
- Save the scene as Pepe_keyanim.fbx.
Note: Save the file to a directory other than the default
MotionBuilder
Tutorials directory to ensure you do not overwrite the original
.fbx file.
- In the Character Controls window, on the Character representation, select the Right Wrist effector.
Character representation Right Wrist effector selected
An effector that is selected is displayed with a blue ( ) contour.
- In the Viewer window toolbar to the right, click the Translate tool () or click in the Viewer window and press T.
The transformation handles do not display.
- Try to move Pepe’s hand.
Nothing happens because Pepe’s animation is controlled by the skeleton, not the Control rig. Before you can keyframe Pepe’s motion capture animation, you must plot (or bake) the skeleton animation onto the Pepe character Control rig.
- From the Character Controls menu button, select Bake (Plot) Bake (plot) To Control Rig.
The Control rig is plotted to Pepe's character.
The Bake (plot) to Control Rig command creates a key at every frame at the base ( BaseAnimation) layer of the animation track, making edits difficult. (You can see these keyframes in the Transport Controls if you select Pepe’s wrist effector.)
You can now edit the Pepe character using Pepe’s Control rig.
- In the Key Controls window, click the Layer menu (BaseAnimation) and choose (New Layer).
Key Controls Layer menu
An animation layer (AnimLayer1) is created and shown as the active layer in the Key Controls window and in the Animation Layers window.
The timeline shows there are no keyframes set on AnimLayer1.
Selecting to edit the animation on a new layer (AnimLayer1) enables you to edit the current animation while preserving the original animation on the BaseAnimation layer.
- In the Character Controls window, on the Character representation, select the Right Wrist effector.
- In the Transport Controls, drag the Timeline indicator ( ) in the Action timeline to frame 80 or enter 80 in the Transport Controls Timecode field to start modifying Pepe's right hand animation.
- In the Viewer window Camera View Navigation toolbar ( ), zoom in ( or Ctrl-drag) on Pepe, orbit ( or Ctrl-Shift and left-click-drag) and pan ( or Shift-drag) to have a better view of Pepe's hands.
- In the Key Controls window, click Key ( ) or use the K keyboard shortcut.
A keyframe is added and shown in the Transport Controls,( ).
- Go to frame 108 and set a key.
Setting the first keyframe at frame 80 and another keyframe at frame 108 enables you to modify the animation between these two frames without affecting the animation before frame 80 and after frame 108 by setting additional keyframes between frame 80 and frame 108.
- Go to frame 95, the mid point between the two keyframes you set.
- In the Viewer window, move the right hand away from Pepe's face on its X and Z axes as shown in the following figure, then set another key.
- In the Transport Controls, drag the Timeline indicator ( ) or click Play ( ) to view the modified animation.
- Make any further adjustments to the hand movement as required. Make sure to create a key after each adjustment.
- Now correct the animation problem of Pepe's left hand in the same manner as you did for Pepe's right hand.
- Advance to the last frame of the animation and adjust your view so you can clearly see the position of Pepe's right hand and left hand.
Pepe's right hand does not rest flat on the ground.
- In the Character Controls window, on the Character representation, select the Right Wrist effector.
- In the Viewer window toolbar to the right, click the Rotate tool ( ) or press R to enable rotation.
- Modify Pepe’s right hand rotation until it rests flat on the ground, then set another key.
- Press R to use the key rotation rings to modify the hand’s position until it rests flat on the ground, then set another key.
- Zoom out and play back the animation to see the result.
- If required, make any further adjustments to the character body position.
- Save your work.
Now that you fine-tuned the animation to correct Pepe’s hand movements, you can send Pepe back to 3ds Max. Go to the next procedure: Send the animated 3ds Max character to 3ds Max.
- (Optional) If you wish to see the result of this procedure, open the Pepe_keyanim.fbx file in the default MotionBuilder Tutorials directory.