2009
Importing and Exporting Animation Data
You can use character studio with 3ds Max FBX import/export support to
simplify the animation of 3ds Max bones. To transform an animated biped
into a set of animated bones, export it to FBX on page 7222 and then import
your file.
Click the Help button on the FBX dialog to view the latest 3ds Max FBX Plug-in
Guide.
Motion Mapping: Retargeting Biped Motion
One of the more powerful features of Biped is the ability to retarget or map
the motion of any biped onto any other biped. If you map the motion of a
biped without a tail onto a biped with a tail, default tail motion for the biped
with a tail will be computed. Default motion will also be computed when
mapping the motion of a biped with fewer links in the legs, spine, or neck
onto a biped with more links in the legs, spine, or neck. There are a few ways
to perform motion mapping. You can:
■ Go into Figure mode and change the structure of your biped. When you
exit Figure mode, the new structure of the biped will adapt to the existing
animation.
■ Save a BIP or STP file from one biped, and load it onto another biped of a
different structure and size.
■ Copy footsteps from one biped, and paste them onto the footsteps of a
differently structured and scaled biped.
Scale Stride Mode
Scale Stride mode gives you control over whether or not certain aspects of
motion mapping occur.
If Scale Stride mode is active (the default):
■ When you exit Figure mode after loading a FIG file or changing the biped's
leg length, pelvis width, or height, the locations of the footsteps will be
scaled to match the leg length and pelvis width, and gravity will be changed
to match the new height of the biped.
4302 | Chapter 17 character studio