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TerianSilva
11-03-2005, 12:20 PM
Hi.

I am currently trying to get my scenes, created in Max7 back to Max6 because my client works with this version.
The files are all based on one scene, containing the same geometry but the animation is different. It is much stuff like Path Constraints, simple Links and Wired Parameters. Actually it is no special new Max7 Feature in the scene. I did not even used Reactor or stuff like that. No MentalRay only Scanline. All regular stuff that works fine since Max version 5 or so. So why does Max6 do not open the files?
I GUESS it is only because they changed some of the stdplugins or stuff that makes it general impossible to open any Max7 Files in Max6.
I mean everything else works fine. I can export Material Libraries, Render Settings etc. but I can not open the .max scene.

I used several exporters but after 3 sleepless days, I learned, that every format has its restrictions so that it is impossible to import scenes completely into Max6 without having some major problems when importing in Max6.
I even tried Polytrans but it turned out to be good for things like single charakter models with skinning or object but when exporting whole scenes, it makes at least as much trouble as exporting in another format.

Man I really don't know how to get the stuff from Max7 to Max6 without creating most of it again in max6 even if there is nothing special in the scenes... damn it does not even contains characters or bones.

If anybody has a useful tip to convert this files, well PLEASE tell me. I am getting insane on that issue.

Thanks and Greetings,
Marcus

Funky Koval
11-03-2005, 12:34 PM
Have you tried Bobo's File Format - a Maxscript based exporter? It should be somewhere on ScriptSpot.com ...

j-man
11-03-2005, 02:07 PM
Hi Marcus,

Max has never been backwardly compatible, this has partly been because of it's complex modifier stack history dependant nature, and changes in Microsofts Visual studio.

www.scriptspot.com (http://www.scriptspot.com)

look for BBF or Bobo's file format (Formerly Back from Five). No promises but this is your best bet. I'm surprized polytrans wouldn't help. Also, did you try FBX?

Josh.

TerianSilva
11-03-2005, 03:48 PM
The bobo script ist very good though but it makes mistakes and does not save all data.
These informations are not saved:

- Visibility of Objects (I animated the visibility value of lots of little object that are blinking during the animation)
- Path Constraints (it does save the constraint but it seems to be destroyed somehow)
- If the splines are renderable or not

Unfortunately, these informations are very important for the animation. Well, bobo did a great script that exports better than the commercial polytrans. I would even send him money for adding these features since this backward compatibility is so important. Look, there is a new max version every year. I can imagine, that I am not the only one who has to deal with this problem.
Do the other packages like softimage or maya cause trouble with backward compatibility, too?

But the script helped me alot, though.
I thought it is to old to use im max7 but it runs fine.

Thanks,
Marcus

Funky Koval
11-04-2005, 12:10 PM
For visibility tracks, I'm guessing the exporter does not work due to possible inheritance problems. What you could do, is copy the visibility controller to another track, export and then copy the controller back after importing.

Additionally, Deep Exploration from Right Hemisphere has an import/export plugin which works in conjunction with MAX itself - try it out.

As a final note, you and your client could check out the free, fully featured, 30-day trial of MAX8, which opens MAX7 files without any problems.

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