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lebada
05-29-2003, 02:25 AM
does anyone know if there's an exporter just to like export normal objects..nothing complicated...

for some reason now i like modelling in maya and mapping/rendering/editing in max:applause:

SheepFactory
05-29-2003, 03:10 AM
get the free 3ds exporter plugin from alias wavefront website.

Gremlin
05-29-2003, 04:08 AM
Yah, you can get that... which seemed to work aiiight, but you could also use wings3D (from www.wings3d.com) which is a free 3d application that can import/export from tons of major 3d packages.
Cheers,
:beer:

SheepFactory
05-29-2003, 04:40 AM
why would he bring the model to wings just to export to 3ds?

its an unnecessary step.

BrandonD
05-29-2003, 04:49 AM
Avoid the 3ds format if you can. It's over 10 years old and very limited. You're better off just exporting OBJ to MAX or using the Kaydara .fbx format (MAX 5 reads it natively).

robin
05-29-2003, 07:21 AM
dont know why but i get tris on every mesh related to Max that i use ... i like clean meshes

How can you get rid of the Max triangulation when importing Maya to Max ?

Gremlin
05-29-2003, 07:54 AM
Sheep factory... its a general comment, so he knows that wings can export to lots of 3d packages, so he can get it if he knows maya to max isnt the only conversion hes gonna be doing.

*sniff*

I was just trying to help...
Crying,
:beer:

BrandonD
05-29-2003, 08:13 AM
Originally posted by robin
How can you get rid of the Max triangulation when importing Maya to Max ?


OBJ will read quads, hopefully as poly object. Mesh objects are tris and PolyObject are nGons. If it's just a display issue you can disable invisible edges. Everything (even NURBS) are converted to tris at render time (typical scene enumeration function in most apps), though certain renderers will render patches natively.

steveblake
05-29-2003, 05:49 PM
on another note why not try keith's Maya2MaxRenderKit (http://www.keithlango.com/tools.htm)

(come's with lots of nice notes)

lebada
05-29-2003, 11:54 PM
Originally posted by steveblake
on another note why not try keith's Maya2MaxRenderKit (http://www.keithlango.com/tools.htm)

(come's with lots of nice notes)
------------------------------------------------------------------------------------
Install Notes:

Max:
whatever is in the Max folder, just put the contents in the corresponding directory on your system. (ie: anything in the "put-in-scripts" folder should go in your "C:\3dsMax\scripts\" directory. etc.)

Maya:
The MEL scripts can be anywhere you like them. You'll just need to edit the source statements.
The icons go where you like icons.
I'm expecting you to know how to install all this stuff and hook it up.
------------------------------------------------------------------------------------

guess what...i dunno how to hook it up...lol..anyone caring to give me instructions?:bounce:

SpaceJASE
05-30-2003, 04:50 AM
Go here and download the FBX format exporter.

http://www.kaydara.com/support/download/index.php

When you install it you can tell it which programs you use (Maya, MAX, LW + XSI) and chances are it will be able to export your models (and texturing) quite nicely.

Saved me a lot of pain.

redshirt
04-28-2004, 07:46 PM
Did anyone find a conclusive way to get meshes from Maya to Max with quads still intact? I know everything gets turned to triangles at render time, but it's nice to have the quads for smoothing purposes, and for programs like Z brush.

I have no problem using Max's obj export, and keeping quads when it gets to Maya. There's even an option box to keep quads intact with the exporter. Going the other direction though, back to Max, everything converts to triangles with no options. The FBX plug in does the same thing.

Will Wings 3D keep the quads? I hate to do the extra step, but if it's the only way, I'm willing at this point. Has anyone found any new ways of keeping UV's and quads when going back to Max from Maya?

Thanks

womanonfire
04-28-2004, 08:38 PM
Originally posted by Sheep Factory
get the free 3ds exporter plugin from alias wavefront website.

the plug-in on Alias'website only does Import, not Export. I do not think there is currently a way to export .3ds from Maya. Better to use the FBX plug-ins... I believe they save your quads too. OBJ definitly can.

redshirt
04-30-2004, 02:22 AM
Yep, obj and fbx seem to do well keeping quads when exporting from Max. However, getting a model back to Max from Maya, I haven't been able to find a way to keep the quads. You meantioned obj format can. Is there an option I'm not checking when importing an obj or fbx into Max that can keep quads? The Max .obj export one is really obvious. It has a check box that says "keep quads" or some such. The obj Max import on the other hand has nothing so obvious, and the obj export from Maya has no options.

Thanks for any help. I really like different aspects of both pieces of software, and would like to work between them.

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