Back again to this thread, after hollidays under the Sun 
This thread was originally started to study the ways to import the work done in A:M into LW. When I mean work, I was thinking about animation (mesh, camera, lights, nulls, animations). When all elements will be loaded into LW, then it will be time to choose your render engine, but I think that is another problem. And although I really think interesting to exchange ideas about the rendering engine of AM, this is not the topic of this thread.
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I like the rendering engine of AM. Personnally, I never written that I dislike AM and that I would not render anymore in AM. But many people and friends of mine have no abilities in 3d modeling. They want to animate but there are so few characters ready to animate for AM that there is no chance for them. This AM to LW pipeline discussion is one hope for them.
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Everyone knows that importing pre-made polygons models into AM causes many problems (spline continuity, creases and so on…) even with full quads polygons models. Some tips and tricks help to reduce theses problems but it always remains some work to do in the modeling room of AM. The import of polygon models (known as 3ds props), by the way not limited to 3ds, causes artifacts in AM’s rendering engine. Theses occur for example just when moving a simple camera between the two sides of a San-Francisco-like bridge, when a camera flys from one room to another to explore an apartment, even when the camera is flying around the Effeil Tower (and in this case, the camera is not inside the polygon structure). Considering 1 and 2, there are no chance for a non professionnal user (doing CG animation for its pleasure) to get his dream becoming reality. The professionnal have to take into account many other elements…
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But helping non professional users is not the only goal I was in mind when firering this AM2LW pipeline sudy. If all goes well, I would have soon a great job with responsabilities in a company that makes Medical Learning Products. This company has money (due to pharmaceuticals investissments), has ALL the great 3D packages (LW, Max, Maya, Softimage, and renderers) and the guys to work with, has even made its own 3d render engine. But for many reasons (…OT) the software of choice has becoming MAX. And all people say that having productive work with MAX is a nightmare (that is professionnal testimony). Using AM for many years, I would have oppposite testimony for AM, and many of us here think the same. I don’t have MAX but LW. So, an AM2LW pipeline is way to get work done in AM into Max (with th help of Mark’s plugins).
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Finally, in every thread of every forum for every software, posts are partisan. I really LOVE AM, but sorry, some things cannot be done with it. As a medical doctor, I often have to show Red blood cell animation into arteries or veins. The particle system of AM does not allow a model to be a particle (in others packages its possible). The particle system of AM does not allow to control the trajectory of particle (I mean a real control, not using defelectors, wind and so on…) and I do not mention the detection of collision between particles… There are many others examples like this. Martin Hash himself has in mind to integrate HDR into the next AM edition, good idea ! Hope this will be the case for normal mapping too ! 
As a professionnal I use AM A LOT, but I encounters problems that are not solved for years and the lack of some features in AM drives me towards others apps (LW in my case). I do not want to criticize some choices or others of AM’s Developpment Team. The work done in the animation workflow in AM is amazing. I want to use it. But when encountering problems why not using other pakages to complete AM ?
Best regards,
Alain