Max files to Maya?

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  12 December 2013
Max files to Maya?

I'm thinking about changing from PC to Mac and in that process go from using Max to Maya. Now this will be a huge change, considering all our work at the company is made in Inventor and 3ds Max. Can anyone tell me more about how well/badly max files translate to Maya?
Will I need to build up all the materials, lights etc. from scratch? Are there any problems I need to know about before making this decision?
  12 December 2013
all the modifiers are going to be killed, shading net work gone. going to be a lot of rebuilding. fbx and alembic should help with some stuff but i have not seen a full 1:1 max maya interchange, but there could be i thought i saw if you had the autodesk creative package it has a plugin to do so but i never used it. Im sure other people here can shed some light on this.
  12 December 2013
Stay using the pc, and use .fbx if anything needs to go to the mac.. if you really need it.
  12 December 2013
Thanks guys. Will def. stay on pc then.
  12 December 2013
if you're switching to Maya, it won't matter if you're on OS X or Windows because you have the same options for Maya on the Mac as far as export/import goes (FBX or V-Ray scenes). You're not going to get better conversions for Maya on Windows. It will just be slightly easier to do the initial conversion of files but I do this in a virtual machine with no problems. I wrote a MaxScript script to do it for entire libraries of shared stock:

files = getFiles "T:\3D_STOCK\VizPeople_Free_Bonsai_Trees\003\*.max" -- dir with max files
theClasses = exporterPlugin.classes

for f in files do
loadMAXFile f;
select objects
if maxFilePath != "" and selection.count > 0 do
savePath = maxFilePath
currentname =savePath + maxFileName + ".fbx"
print currentname
exportFile currentname #noPrompt using:theClasses[9]

Then I just quit Max in my virtual machine and open the FBX files in Maya. If you're using V-Ray, use the .vrscene exporter.
  12 December 2013
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