Moving A functional file from max 2009 to max 5.1

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  11 November 2012
Moving A functional file from max 2009 to max 5.1

Looking to export a fully textured 3D file from max 2009 into max 5.1
There is many many many levels of materials and would like to know the best way to move the information from the newer program, into the older.

Thank you!
 
  11 November 2012
I think ideally I'm looking for a file format that will export the mesh itself, along with the multi-sub texture information as well, that can be opened in max 5.1.

Any hints or direction would be great!
 
  11 November 2012
You're not going to get much out of it, Max 5 doesn't have FBX which has the most data, best choice I think is .obj which will get your geometry but the materials will be extremely limited, only the basic stuff.
__________________
The Z-Axis
 
  11 November 2012
It does seem hopeless. It's looking as if I'll need to export it as a 3DS and just build the materials all again. sigh.
 
  11 November 2012
You might try BackFromFive by Bobo
It's a bit old and not really in developement for a long time, but i guess it will do the best possible job...
Here's a community updated version
http://www.scriptspot.com/3ds-max/scripts/bff-2007

don't know wether it works good enough
If not you always can fall back to the original Bobo version
http://www.scriptspot.com/3ds-max/s...bos-file-format
__________________

PowerPreview: High Quality Nitrous Previews for 3ds Max 2012|2013|2014

[ Free Download (ScriptSpot) ]

Home of The Frogs | Online Portfolio
 
  11 November 2012
OBJ will be better than .3ds. 3ds is a very limited old format. It only supports one uv per vertex and only 8.3 file names. The former means it will break every vertex that has more than one uv and will need welding up again. The latter means it will lose any maps that use longer than 8.3 filenames. That might be ok depending on your naming, but I can't remember the last time I made a texture called something less than 8 characters.

So it'll screw your models and materials up worse than obj will. Both are fixable, but a pain on complicated scenes.

When you say many levels of material, are you talking about complicated multi-layered materials? Or just multi-sub materials made of simple materials? If it's multi-subs, then I think OBJ will save and restore them ok. Multi-layered stuff is very unlikely to transfer with anything, except maybe BFF and then only if it existed in the same form in max 5.
 
  11 November 2012
These are some great replies!

Thanks guys! I'll give that plug in a go very soon and post results.

The textures are indeed a complex multi-sub setup. I've been using max recreationally for years now, but never really understood the depths of the confusing material editor. I'm curious if there is a way to export and apply the materials information and mapping. For example, export the model in any common file type, then export the mapping and material data to be reloaded into the older max.
 
  11 November 2012
There isn't, I don't think I've ever seen any format that's able to convert materials over except for the most simple material options.
__________________
The Z-Axis
 
  11 November 2012
Just playing around a few minutes before work. I click "run script" in Max only to have nothing happen. Hmm, Either it's not working, or I'm unsure of my approach.
 
  11 November 2012
Could you share the scene ? if not could you create a material lib with your materials you are interested in ? how many of them are there ?

I have an advanced conversion script here which i can't share (was some 3rd party contract work). I just tested with multilevel Multi/Sub Materials and it worked. Depending on the type of your material i might have luck recreating your material lib( or the scene if you can share) for Max 5.
__________________

PowerPreview: High Quality Nitrous Previews for 3ds Max 2012|2013|2014

[ Free Download (ScriptSpot) ]

Home of The Frogs | Online Portfolio
 
  11 November 2012
For material...

Try to save all material to material library and load in max5.

Unless you used some new map, it will work.
 
  11 November 2012
Originally Posted by gandhics: Try to save all material to material library and load in max5.

Unless you used some new map, it will work.
No it won't. Material libraries are a subset of the max file format, because of that they will only work in the current and newer releases of the application.

-Eric
__________________
"The Evil Monkey hiding in your closet."
 
  11 November 2012
I had a look at your scene:
as it uses foreign 3rdparty plugins, there is no chance transporting the scene over to Max 5
Even more so when those plugins are not even available for Max 5
To my knowledge they start to be available with Max 8

http://rfactor.net/web/rf1/devcorner/

but no script or export tool will convert the 3rd party plugin info in your scene ever, except when it was specifically written to support those plugins
__________________

PowerPreview: High Quality Nitrous Previews for 3ds Max 2012|2013|2014

[ Free Download (ScriptSpot) ]

Home of The Frogs | Online Portfolio
 
  11 November 2012
I don't know if BackFromFive is the same as the Bobo file format... but I remember it saving my cheese a number of times back in the day. Might look into it.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 08:06 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.