View Full Version : importing files between 3ds max and maya
twistedroom 02-01-2006, 11:42 AM Hello -
i was windering if anyone knows a way to import files from maya to 3ds max and 3ds max to maya. Do i need a converter of some kind. FBX works from 3ds to maya but not the other way around. Would really appreciate an answer to this problem of mine
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but not the other way around
Why not? Im quite sure that it will do.
try the OBJ Format too...
NAIK
FBX works fine the other way around.
MoTiVe187
02-01-2006, 04:56 PM
I've used .obj format and it works fine. The only thing is that when you export from max I would have it export polygons and not tris. I've found that when I get a triangulated mesh from max into maya it tends to get a bit messy depending on how complex the object is.
robinb
02-01-2006, 06:13 PM
I'm pretty sure the max .obj exporter has options for polygons, quads or tris. I'm also pretty sure I've successfully imported obj files into Maya with polys intact.
And yes fbx works both ways but you may need to get an updated version of the max plugin from the alias website as I don't think both programs are on the same version. I was using an older version of max when I last had to do it though so it might be fine in 7 or 8.
viztastic
02-01-2006, 11:03 PM
ive tried FBX for importing fractured stuff with blast code into max and it sucked
Athey
02-01-2006, 11:29 PM
When I tried obj2max it worked great - getting stuff from Maya to Max. But when I tried the max2obj equal, I found that when I opened the obj file in maya, it no longer had any of it's UVs - instead it was a jumbled mess. So I used fbx and opened it in maya and it had all it's UVs in tact.
But for opening something in max from maya, obj2max worked fine for me.
peekoot
02-02-2006, 01:02 AM
using fbx all the time on max<>maya relation on my job and it works flawlesly!
there was a prob with fbx before.. it didn't want to pass uvs in one direction (i think it was maya>max)- then i discovered that if object doesn't have a shader that problem appears.. everything's fine now...
also when exporting obj from max make sure your object is editable poly. not emesh
on the side note- i'm keeping my fingers crossed that autodesk will develop cool tools for moving data between the two.. nice file caching tools.. awesome! <keeps on hoping>
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