Free to Try
File type specification: 3d graphics, CAD-CAM-CAE file type The bip file extension is associated with the Discreet Character Studio, an animation software originally sold separately, but now is a part of 3D Studio Max (3ds max). The bip file contains biped data. 3D Models; Tag: bip; Membership Levels. Bronze Models; Silver Models; Gold Models; Diamond Models. Climb up motion capture file for 3ds max Climb up motion capture file. Activity; Motion Capture; Share. Walk Motion Capture Contains 83 frames of animation.can be used with character studio. Walk; Login; Got Questions? In this file you will find two 3ds max files, a background photo and some additional info. Please note that the max file used in this tutorial uses the V-Ray LWF (Linear Work Flow) technique, as described on the chaosgroup forums (www.chaosgroup.com). Bip files must be used with Character Studio's Biped. If you character is rigged using Max's Biped, the Bip file is loaded into the motion capture parameter of the Biped. Ensure you have the biped skeleton selected On the Command panel under the modify tab there should be a place to import the file. Typically, BVH files are obtained from motion-capture hardware that records the movements of a human performer. BVH is an industry-standard format. Note: For the BVH file specification, see the bvh.rtf document on the 3ds Max disc. This file is in the folder samplesmotiondocs.
Windows
2.9 GB
37,719
Whether you’re an artist or a designer, new motion graphics, animation, and simulation tools in Autodesk® 3ds Max® 2013 and Autodesk® 3ds Max® Design 2013 software empower you to focus more energy on creative, rather than technical challenges, raising the quality of your work without compromising your ability to meet ever shorter deadlines.
Adobe After Effects Interoperability
If you use Adobe® After Effects® software, you’ll find a level of interoperability in Autodesk 3ds Max and 3ds Max Design 2013 that sets a higher standard for 2D/3D data exchange. The new Media Sync functionality provides two-way transfer of cameras, lights, null objects, plane objects/solids, footage, footage layering, blend modes, opacity, and effects; with it, you can iterate more effectively and reduce rework to complete projects in less time.
If you use Adobe® After Effects® software, you’ll find a level of interoperability in Autodesk 3ds Max and 3ds Max Design 2013 that sets a higher standard for 2D/3D data exchange. The new Media Sync functionality provides two-way transfer of cameras, lights, null objects, plane objects/solids, footage, footage layering, blend modes, opacity, and effects; with it, you can iterate more effectively and reduce rework to complete projects in less time.
Render Pass System and Photoshop Interoperability
Scenes can now be more easily segmented for downstream compositing. Thanks to an entirely new render pass system in Autodesk 3ds Max and 3ds Max Design, you can now create render elements for Autodesk® Smoke® 2013 software, Adobe After Effects, Adobe® Photoshop software, or certain other image compositing applications more efficiently. A state recorder enables you to capture, edit, and save the current state, while a visual interface shows how compositing and render elements are wired together to create the final result. You can quickly set up and execute multiple render passes from a single file; individual passes can be modified without the need to re-render the whole scene, enhancing productivity.
Scenes can now be more easily segmented for downstream compositing. Thanks to an entirely new render pass system in Autodesk 3ds Max and 3ds Max Design, you can now create render elements for Autodesk® Smoke® 2013 software, Adobe After Effects, Adobe® Photoshop software, or certain other image compositing applications more efficiently. A state recorder enables you to capture, edit, and save the current state, while a visual interface shows how compositing and render elements are wired together to create the final result. You can quickly set up and execute multiple render passes from a single file; individual passes can be modified without the need to re-render the whole scene, enhancing productivity.
ActiveShade Interactive iray Rendering
Experience an interactive creative process for finalizing renderings, with new ActiveShade support for the NVIDIA® iray® renderer. ActiveShade enables you to iterate more effectively by providing an interactive rendering session that constantly updates as changes are made to cameras, lighting, materials, and geometry. By shortening the feedback loop, you can more efficiently fine-tune your scene, making it faster and easier to achieve your intended look.
Experience an interactive creative process for finalizing renderings, with new ActiveShade support for the NVIDIA® iray® renderer. ActiveShade enables you to iterate more effectively by providing an interactive rendering session that constantly updates as changes are made to cameras, lighting, materials, and geometry. By shortening the feedback loop, you can more efficiently fine-tune your scene, making it faster and easier to achieve your intended look.
Slate Compositing Editor
Perform simple compositing operations directly within Autodesk 3ds Max or 3ds Max Design 2013 with the new Slate Compositing Editor. The schematic node-based interface enables you to easily wire together rendered layers and passes and combine them with compositing nodes (like blends and color corrections); the resulting composite can then be sent to Adobe After Effects or Adobe Photoshop for further refinement.
Perform simple compositing operations directly within Autodesk 3ds Max or 3ds Max Design 2013 with the new Slate Compositing Editor. The schematic node-based interface enables you to easily wire together rendered layers and passes and combine them with compositing nodes (like blends and color corrections); the resulting composite can then be sent to Adobe After Effects or Adobe Photoshop for further refinement.
Nitrous Viewport Performance and Quality
The Nitrous accelerated graphics core has received a number of enhancements in Autodesk 3ds Max 2013 and 3ds Max Design 2013. You’ll find increased interactivity on large scenes, together with new support for image-based lighting, depth of field, and accelerated particle flow display. In addition, improved support for shadows in large scenes and improved workflows for interior scenes all extend the Nitrous functionality.
The Nitrous accelerated graphics core has received a number of enhancements in Autodesk 3ds Max 2013 and 3ds Max Design 2013. You’ll find increased interactivity on large scenes, together with new support for image-based lighting, depth of field, and accelerated particle flow display. In addition, improved support for shadows in large scenes and improved workflows for interior scenes all extend the Nitrous functionality.
Enhanced Interoperability with AutoCAD and Revit
Facilities working with both Autodesk 3ds Max Design 2013 and Autodesk® Revit® Architecture 2013 software can now take advantage of more efficient data exchange. Revit files (.RVT) can now be directly imported into 3ds Max Design 2013, enabling you to select a data view of choice to load from within the Revit file. New support has also been added for lights, daylight system, and exposure control in the importer for AutoCAD® 2013 files.
Facilities working with both Autodesk 3ds Max Design 2013 and Autodesk® Revit® Architecture 2013 software can now take advantage of more efficient data exchange. Revit files (.RVT) can now be directly imported into 3ds Max Design 2013, enabling you to select a data view of choice to load from within the Revit file. New support has also been added for lights, daylight system, and exposure control in the importer for AutoCAD® 2013 files.
DirectConnect Support
New support for the Autodesk® DirectConnect family of translators enables you to exchange industrial design data with engineers using leading CAD software: AutoCAD, Autodesk® Inventor® software, Autodesk® Alias® software, Dassault Systèmes SolidWorks® and Catia® system, PTC Pro/ENGINEER®, Siemens PLM Software NX, JT™, and certain other applications.
New support for the Autodesk® DirectConnect family of translators enables you to exchange industrial design data with engineers using leading CAD software: AutoCAD, Autodesk® Inventor® software, Autodesk® Alias® software, Dassault Systèmes SolidWorks® and Catia® system, PTC Pro/ENGINEER®, Siemens PLM Software NX, JT™, and certain other applications.
A wide range of file formats is supported; for certain of these you must have the CAD product also installed for it to work. The data is imported as native solids Body objects that can be interactively retesselated as needed. Users of 3ds Max Design 2013 can refine the data until they get the precision they need in their renderings.
MassFX Enhancements
Autodesk 3ds Max 2013 and 3ds Max Design 2013 provide a more integrated and accurate dynamic toolset, with a wide range of enhancements and additions to the MassFX unified system of simulation solvers. Highlights include a new mCloth module that features tearable fabric and support for dynamic ragdoll hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.
Autodesk 3ds Max 2013 and 3ds Max Design 2013 provide a more integrated and accurate dynamic toolset, with a wide range of enhancements and additions to the MassFX unified system of simulation solvers. Highlights include a new mCloth module that features tearable fabric and support for dynamic ragdoll hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.
Tabbed Layouts
With Autodesk 3ds Max 2013 and 3ds Max Design 2013 you can easily create and switch between a number of viewport layout configurations, giving you efficient access to the views required for a particular task. Layouts can include both 3D and extended viewports. Selecting a different layout is as simple as clicking on its icon, or pressing a hotkey. You can share customized View Tabs with other artists and designers by saving and loading presets.
With Autodesk 3ds Max 2013 and 3ds Max Design 2013 you can easily create and switch between a number of viewport layout configurations, giving you efficient access to the views required for a particular task. Layouts can include both 3D and extended viewports. Selecting a different layout is as simple as clicking on its icon, or pressing a hotkey. You can share customized View Tabs with other artists and designers by saving and loading presets.
Customizable Workspaces
You can now adapt 3ds Max and 3ds Max Design to your personal way of working by selecting from a choice of default or custom workspaces. Each workspace can have individual settings for menus, toolbars, ribbon, and viewport tab presets; in addition, selecting a new workspace can automatically execute a MAXScript. This enables you to more easily configure the workspace to suit your preferences or to fit the task at hand; as an example, you might configure one workspace for modeling, and a different one for animating.
You can now adapt 3ds Max and 3ds Max Design to your personal way of working by selecting from a choice of default or custom workspaces. Each workspace can have individual settings for menus, toolbars, ribbon, and viewport tab presets; in addition, selecting a new workspace can automatically execute a MAXScript. This enables you to more easily configure the workspace to suit your preferences or to fit the task at hand; as an example, you might configure one workspace for modeling, and a different one for animating.
Track View Retiming
With Autodesk 3ds Max and 3ds Max Design 2013 you can now retime portions of animations to increase or decrease their speed. The retiming is achieved by changing the tangency of the existing animation curve; there is no requirement to have keyframes present in the portion to be retimed, and no extra keyframes are created in the resulting high-quality curve.
With Autodesk 3ds Max and 3ds Max Design 2013 you can now retime portions of animations to increase or decrease their speed. The retiming is achieved by changing the tangency of the existing animation curve; there is no requirement to have keyframes present in the portion to be retimed, and no extra keyframes are created in the resulting high-quality curve.
HumanIK Interoperability with CAT
You can now convert 3ds Max CAT (Character Animation Toolkit) bipedal characters into characters that are compatible with the Autodesk® HumanIK® solver used in Autodesk® Maya® 2013 and Autodesk® MotionBuilder® 2013 software in a single step. These portable characters enable you to transfer existing character structure, definition, and animation between the software packages to take advantage of particular feature sets. Animation changes created in Maya or MotionBuilder can be updated back onto the original CAT character in Autodesk 3ds Max, facilitating a round-trip workflow.
You can now convert 3ds Max CAT (Character Animation Toolkit) bipedal characters into characters that are compatible with the Autodesk® HumanIK® solver used in Autodesk® Maya® 2013 and Autodesk® MotionBuilder® 2013 software in a single step. These portable characters enable you to transfer existing character structure, definition, and animation between the software packages to take advantage of particular feature sets. Animation changes created in Maya or MotionBuilder can be updated back onto the original CAT character in Autodesk 3ds Max, facilitating a round-trip workflow.
Software similar to 3D Studio Max 1
- 41 votes3D Modeling, Animation, Rendering, and Realtime 3D/game creation.
- Freeware
- Windows/macOS/Linux
Model and Material
This session describes supported model and material format you can create in 3ds Max then export for iClone3.Mesh Model
The exporter can process all kind of mesh models including primitives, polygon meshes, quad meshes and triangle meshes. However, they will be all converted into triangle faces in iClone model format. It's always a good practice to convert the model into Editable Mesh or Editable Poly before exporting.Material
iClone3 support the following material parameters and map types:Material Type | Basic Parameters | Maps |
Standard Material Multi/Sub-Object Blend Material (4 maximum) | Ambient Color Diffuse Color Specular Color Self Illumination Opacity Specular Level Glossiness 2-sided | Diffuse Color NEW Specular Level Glossiness (for Glow effect) Opacity Bump/Normal Reflection Multiple Map Channel (4 maximum) |
In the image below, the corresponding settings in 3ds Max Material Editor are highlighted.
Animation
In addition to transform and UV animations supported by iClone2, the new exporter can export material animations edited in 3ds Max.The following table shows the supported animation types.
Type | Parameter |
Transform Animation | Rotation |
Translate | |
Scale | |
NEW Material Animation (Props & Accessory only) | Ambient color |
Diffuse color | |
Specular color | |
Shininess | |
Shininess strength | |
Self Illumination | |
Opacity | |
Opacity falloff | |
Map Amount | |
UVW Map Animation (Props & Accessory only) | UVW Data |
Note: The length of the material animation is the same as animation keys set in 3ds Max. To make it longer, copy and paste material keys along the timeline as long as you need. 'Character Animation', 'Non-Human Character', 'Accessory' and 'Props' are content types which may contain animation data.
When one of them is selected, the animation export option panel is expanded. There are two option groups
Export Option
All: Export both the Model & Animation data, disabled in this Beta version.
Geometry Only: Export the model data only.
Animation Only: Export only the animation files by the clip list definition.
Animation Clip:
This is where you define the animation clips to be exported.Name: The name typed here will be the file name of the exported prop/accessory animation file (*.iAnimn) or character motion file (*..iMotion).
Range: The “From” and “To” field defines the frame range of the specific clip.
Clip List: List all the clips will be exported.
Add: When finished defining the clip name, range and type, click this button to add the clip into Clip List.
Update: If you want to edit the definition of a clip, double click the clip in Clip List, the settings will bring back to the options above. Reedit the settings and click 'Update' button, the new settings will be updated in Clip List.
Remove: Remove the selected clip from Clip List.
3d Studio Max File Converters
Save: Save the Clip List definition as an ASCII file.
Load: Load an external Clip List definition file.
Import Animation
To Import Character & Non-Human Character motions, go to Motion Modify panel, press Import button to import the motion file.
Or go to timeline, expand Character Perform track, right-click on the track, select Import from the pop-up menu to locate and load the motion file.
To Import Prop or Accessory animations, go to timeline, expand Perform track, right-click on the track, select Import from the pop-up menu to locate and load the animation file.
Or go to timeline, expand Character Perform track, right-click on the track, select Import from the pop-up menu to locate and load the motion file.
To Import Prop or Accessory animations, go to timeline, expand Perform track, right-click on the track, select Import from the pop-up menu to locate and load the animation file.
NEW Animation Key Optimization
The exporter will sample the animation frame by frame without key optimization. This keeps the animation intact to the original but the price is generating oversized animation data, especially when the animation curves are mostly linear. Animation key optimization can remove the unnecessary keys and also keep the result as close to the original as possible. To optimize the exported animation data, check the Optimize option to activate Animation Key Optimization while exporting.To modify the optimization parameters, click the Optimize button to open the Optimization Options dialog box.
Sample Rate: Set the sample interval for sampling animation keys. The more the interval frames, the less key will be sampled for difference analysis. Threshold: Set threshold value for R (Rotation), T (Translation), S (Scale) and P (other Parameters, like material animation keys) difference analysis. The larger the threshold value, the less key will be reserved. Setting the threshold 0 will remove only the keys along linear animation curves and preserve the animation result.
NEWNon-Human Character
![3d studio max bip files motion detector 3d studio max bip files motion detector](/uploads/1/1/9/8/119875842/895704535.jpg)
![Free bip files for 3ds max Free bip files for 3ds max](/uploads/1/1/9/8/119875842/348511685.jpg)
[Bone] RootName=RootBone // The name of the character root bone LengthBone = 0 // Define the bone axis, 0 = X, 1 = Y, 2 = Z [IKTypeMap] // Define Types of IK control RootBone=1,0 // For the root bone and fixed bones, give the value 1,0 Pelvis=1,0 Spine01=1,7 // For the other animatable bones, give the value 1,7 ... [IKConstraint] // Set rotation constrain for the bones. This setting takes effect when the 'Constrain' option in iClone3 Edit Motion Layer panel is on. Bip01=(0,0)(0,0)(0,0) // The format is: Bone Name = (X min. angle, X max. angle)(Y min. angle, Y max. angle)(Z min. angle, Z max. angle) Pelvis=(-5,5)(0,0)(-5,5) // The initial angles of the constrains are the bone angles of the skin pose of the character Spine01=(-10,10)(-60,60)(-40,40) ... [MirrorBone] // Define the opposite bones so the 'Mirror' option can take effect while editing motion layer. L Clavicle=R Clavicle L UpperArm=R UpperArm L Forearm=R Forearm L Hand=R Hand |
Only the [Bone] part is must. The IK & Mirror function will be just disabled if [IKTypeMap], [IKConstraint], or [MirrorBone] definitions are not given. Name the ini file the same name as your character (e.g. if the character file is Dragon.iAvatar, the ini file shall be Dragon.ini ), and put it in the same folder of the character file. When the None-Human Character is loaded in iClone3, the ini will be parsed and embedded with the character. You can find a sample ini file (CS_Character.ini) for None-Human Character in the Sample File folder.
Convert Character Studio BIP skeleton into iClone3 None-Human Character
Since iClone3 doesn't support Character Studio Skeleton directly, to make a None-Human Character from a BIP rigged character, you have to convert the BIP skeleton into a max bones first. Before you start, please go to Autodesk FBX page to get the latest version of FBX exporter and install it. Note: Please use the version 2006.11.2 which you can find in FBX 'Plug-in and Converter Archives' pages. Here are the conversion steps: 1. Load the BIP rigged character in 3ds Max.This monster model is downloaded from 3DRT free download Page. 2. Choose 'Export' from File menu. 3. Select Autodesk FBX file type, press 'Save' button.
4. Use the following setting. Export the FBX file containing the model and all animations.
5. Reset 3ds Max, Choose 'Import' from File menu, and select Autodesk FBX file type. 6. Use the following setting for importing the FBX file.
7. Now the BIP bones are converted into Dummy bones.
8. To export it as a Non-Human character, choose 'Export' from File menu, select Non-Human character file type. 9. Select Geometry Only in Export Option and press OK button to export the rigged model. 10. Execute Export again, this time select Animation Only edit Clip List as describe above, then press OK button to export the motion clip files. These motion flies can be imported and applied to this specific character in iClone3 with Motion Modify panel. 11. Prepare the ini file for this Non-Human character. The sample ini file (CS_Character.ini) is ready for any Character Studio BIP character with skeleton root BIP01. Just rename it the same name as the Non-Human character file and put them in the same folder. 12. Run iClone3, go to Avatar Modify, import the Non-Human character.
13. Go to Motion Modify, press Import button to import the motion clip files, or press Edit Motion Layer button to start motion editing.
NEW Bounding Mesh
Bounding meshes are mesh surfaces which define the boundary of a model for alignment and collision detection. They are usually a simpler version to the target model, e.g. a box bounding mesh for a car model. In iClone3, bounding meshes of Props are for collision detection, and those of Terrains are for both collision detection and terrain following. To assign a bounding to a prop or a terrain model, follow the name convention belowObject Name_BoundingmeshFor example, the bounding mesh model of an object name 'Terrain' should be name 'Terrain_Boundingmesh'
Terrain bounding mesh is always invisible in iClone3.
To examine Prop bounding mesh, switch the Display into Bounding mesh mode.
In this example, the bounding mesh is a simple sphere enclosing the Teapot.
Note: If you don't provide bounding meshes while creating Terrains, iClone3 will use the mesh of Terrain itself for alignment and collision detection. In the case of Prop, iClone3 will generate a bounding box for the Prop without bounding meshes assigned.
NEW Sky
Create an iClone3 Sky is simple. Here is one of the procedures: 1. Run 3ds Max. Create a GeoSphere at the origin (0,0,0), set Radius 5000, Segments 4.2. Add Normal Modifier to flip normals.
3. Apply a panorama sky map to diffuse map slot, set Self-illumination 100.
4. Choose 'Export' from File menu, select Sky file type and export it to the Custom Sky folder.
C:Documents and SettingsAll UsersDocumentsReallusionCustomiClone 3 CustomSky 5. Run iClone3, go to Sky Content Manager Custom tab, apply and check the Sky.
You can find a sample sky model in the Sample File folder.
NEW Head Morph
3d Studio Max Bip Files Motion Download
To Create a custom Head Morph, do the following: 1. Load the head base max file Head_Base.max from the Sample File folder. The head base is a Editable Poly model.2. Switch to Sub-Object editing mode. You may use any polygon modeling tool to modify the head shape. But keep the following things in mind:
(1) Don't modify the pivot of the head.
(1) Don't add or delete any vertex, just edit the shape.
(2) Keep the shape and position neck section loop as close as the base model.
3. Choose 'Export' from File menu, select Head Morph file type and export the model. 4. Run iClone3, go to Face Modify, select Head category then import the Custom morph model you just exported. Drag the Weight slider to check how it works.