Return back to Max and open the "Master” file that you created earlier. Add some MoCap or Footsteps to the "Biped” in the usual fashion. Then export the scene via Max's FBX plugin as shown in Step 5 of this tutorial.
(If you use Max's "Motion Mixer” for your "Biped” animation, make sure you "Mix Down” the animation and copy it to the "Biped” before exporting).
Repeat Steps 6 through Steps 10 accordingly.
Once you have your skeleton with it's motion, open LW's "Motion Mixer” and create an "Actor” for the "Converted Bones” object in your scene. Then add the bones from your characters skeleton to the new "Actor".
Add the motion to the mix track and save it from "Motion Mixer” (*.hmot). Then save the scene as anything you like.
Load the "LW_MasterScene” file that you created in Step 12. Open LW's "Motion Mixer” and create an "Actor” for your character. Then add the bones from your characters skeleton to the new "Actor.
In LW's Motion Mixer load in the (*.hmot) motion that you saved in Step 15.
Click "Yes” and "OK” for any windows that pop up).
Now just add the motion to your "Actors” track and away you go!
The quality of your characters deformation and weight maps in LW are based on the envelopes originally created in Max with the "Physique” tool. So make sure things are deforming right in Max before you start exporting stuff, it'll save you time tweaking in LW
Kick" Test Animation, Divx.
Click to download
This tutorial is for anyone who ever wanted or needed to use the animation power of 3D Studio Max's Character Studio with the FX and rendering power of Lightwave 3D but thought it wasn't possible. Cheers