View Full Version : 3D max to maya
ongchewpeng 02-28-2003, 07:43 AM How to import 3D studio max model (wireframe) to Maya 4.5?
Thanks
|
|
number 1 most frequently asked question :p
From the The Maya FAQ Thread :
http://www.cgtalk.com/showthread.php?s=&threadid=23740
GrafOrlok
02-28-2003, 07:56 AM
This question pops up at least 2 times a week it seems.
And here is my suggestion again (actually I should get paid for saying this over and over again;) ):
Use the FBX export/import plugin from www.kaydara.com. It will convert geo, UV's, textures, shaders, and even some simpler animation and rigs, and the best part: IT'S FREE!
When you install the plug you get to choose what programs you are using. Activate the plugs in you plugin manager in MAX and Maya and then you export your MAX-scene into the .FBX format, and then go import it in Maya. If I remember correctly it works for MAX, Maya, Softimage3d, XSI, and Lightwave.
And It works like a dream.
Edit: oh someone managed to squeeze in a reply while I was typing:p
Chappo
02-28-2003, 10:26 AM
Here is a little question about that Kaydara FBX plugin.
Whenever i export a model from 3d max 5 to Maya 4.5 i get the model.... Though it's quite large compared to the local maya space so i have to resize everything.... still this isn't the main problem.
But did anyone notice that when ur importing a polygon model from MAX in FBX format that the model DOESN'T have any UV's ???
Very strange......how can i correct this ?
thanks in advance
GrafOrlok
02-28-2003, 10:34 AM
The size is an issue... That's true. But whenever I've been forced to jump back and forth I haven't resized the model in Maya, since the final model was needed in MAX. And when you transfer it back to MAX it's the correct size.
UV's: I haven't had any problems like that... I've been going back and forth with models and textures and UV's are following perfectly. But I originally made the UV's in Maya, so this might be the case...
Chappo
02-28-2003, 10:49 AM
I think so yes....
Try making a cube or a simple polygong object in MAX and import that in Maya.... right-mouse-click-select-UV and you cannot select anything
very weird :)
JasonA
02-28-2003, 06:55 PM
The one thing that has left me frustrated with the filmbox plugin is the way it handles shaders on mulitple objects..
Suppose you have 10 objects, all with the same texture applied to it in max. when you import the model into maya via .fbx, you'll find 10 versions of the same shader in hypershade (one for each object). :annoyed:
Now imagine what this ends up like when you have a really complex model where you've used the same shader on multiple parts... what you are left with in hypershade is a TOTAL NIGHTMARE. And its not something I can escape because .fbx only converts the most basic shader elements. You have to go back and edit each shaders properties to get the look dialed in... needless to say its ALOT of reworking...
Chappo
02-28-2003, 08:34 PM
One thing i noticed also is importing bones from Max to Maya.
The fact is.....it doesn't :)
Well..... okay...actually there are a few things that i noticed..... one other thing is that everything that is imported is going to be grouped or parented in the outliner.....
I think there are more flaws in the program, but the above are the ones that got my attention while testing it out.
beaker
02-28-2003, 09:46 PM
Originally posted by Chappo
I think there are more flaws in the program, but the above are the ones that got my attention while testing it out.
You should check the compatibility chart:
http://www.kaydara.com/partners/sdk/fbx/index.php?filename=compat&source=Maya40&dest=Max50
It has most of these bugs and unsupported features listed.
CGTalk Moderation
01-14-2006, 01:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.