
Master Take-Based Visibility in MotionBuilder (When Autodesk Doesn't Make It Easy) 🎭✨
Working with multi-form characters (like the gods from SMITE) in MotionBuilder can turn into visual chaos when pieces from different phases appear where they shouldn't. But there is an effective method to control exactly what is seen in each take.
The Solution: Smart Visibility Keyframes
The trick lies in the Visibility attribute that every object contains:
- Open the FCurve Editor
- Select the problematic mesh
- Find the Visibility channel
- In the take where it should not appear:
- Keyframe at 0 at the start
- Keyframe at 0 at the end
- In the transformation take:
- Keyframe at 0 before the transformation
- Keyframe at 1 when it should appear
Professional Workflow
Pre-production in 3ds Max
- Keep each part of the model as an independent object
- Name all elements clearly
- Use Reset XForm before exporting
Import to MotionBuilder
- Export from 3ds Max with Embed Media enabled
- Use Character Extension for complex rigs
- Organize takes from the start
Common Problems and Solutions
- Flickering pieces: Check for overlapping keyframes
- Visibility not exporting: Verify FBX options
- Duplicate names: Rename before importing
- Desynchronization: Review the timeline per take
"In complex animation, controlling what is seen and when is as important as the movement itself"
Export for Sketchfab/Game Engines
To preserve animated visibility:
- Select Animation in FBX options
- Check Embed Media
- Test with keyframe sampling if there are issues
- Consider exporting separate takes if it's critical
Crucial Tip: This technique also works for toggling between armors, weapons, or any variable element in your animations. Your timeline is the limit!
And remember: if Autodesk didn't include a magic "visibility per take" button, it's because they wanted you to develop your animator skills... or your patience. But now you have this knowledge to save hours of frustration. 🎮💻