@@ -43,6 +43,24 @@ Finally, save the scene as a new file.
## Characterizing the XBot
Open a new scene. Then load your downloaded xbor character into the scene by going to **File -> Open**.
Now go to the asset browser in the bottom-right hand corner. Select a character asset located under **Templates -> Characters**. From the right window, choose a _character_ and drag it onto any bone of xbot. A small textbox should open with the text _Charecterize_.
Click it and a new box will open, in which you should click on **Biped**. With this you have successfully characterized your xbot. Finally, just save this as a new scene (e.g. xbot_characterized.fbx).
## Making the XBot use the Mocap Animation Data
After finishing both steps, all that is left to do is setting the mocap data as the motion source of the now characterized xbot character. For this, first, merge both .fbx files you created into the same scene. Next, select your xbot character from the navigator window and locate the source field on its properties in the _Character Controls_ window on the right. Choose your actor as a source. Now, the xbot can use the animation data defined by the mocap data. Save your scene a final time.
The only thing left is to import your newly created scene into your Unreal Project. First open your project. When the editor opened, navigate to the desired folder to import your animated character into from the content browser in the bottom-left part of the main editor window. If you can't see the content browser tab, you can activate it by clicking on **Windows->Content Browser->Content Browser 1** in the menu bar at the top.
Make sure to choose a subfolder of Content (not C++ Classes, if it exists), since you can't import assets into there. Click on **import** and navigate to your created MotionBuilder scene. Remember to specifically import the animations, if you want to do animation retargeting later on. Otherwise the animation will not be imported as a seperate file. You can now use your character with mocap animations in your projects.