Set up a character
Follow the steps in this workflow to set up a character model in MotionBuilder and prepare it for animation.
To set up a character:
- Create a character model in external software and save it as an .fbx file. (To do this, you need to have the appropriate FBX plug-in installed.)
It is recommended to use the bone-naming conventions recognized by MotionBuilder as you build your model and name its bones.
- Load the .fbx file containing your character model in MotionBuilder.
See Open a scene file.
- Add a Character asset to the scene. See Adding a Character asset.
The Character asset provides you with a template you can use to map out your character for MotionBuilder.
- Link your character to the Character asset by completing a character map.
See Character mapping.
- Characterize the character.
See About Characterizing.
If you have named your character’s bones according to MotionBuilder’s naming conventions (as discussed in step 1), you can complete steps 4 and 5 automatically. See Automatically mapping and characterizing a character.
Your character is now set up and ready to be animated in MotionBuilder.