Hi Thur,
we did this several times in the past - first there was FBX
loads of hassle but worked - we basically modelled an advanced version of a triangle that we exported from an *.lws with baked path and after importing the fbx in Max we linked the camera to a vertice and adjusted the Camera according to the imported “angle” of the object.
This should work similarly with the messiah-plugin hosted by MAX but its already a while ago and my memories are fading :shrug:
At that time we were using messiah inside MAX only on one workstation for feeding it with the character animation and let MAX write out PointCache2 files (similar to *.MDDs but not as versatile…) to let the rendernodes process these…
And then later there was PointOven which worked for us until we did not cram the scene too much - we basically only exported a scene which as few geometry as possible and not too many frames as too long sequences did seem to trouble PO for Max at that time , last time we tried this was in April/May I guess.
I do not have access to a MAX-licence now so I cannot really check this out again right now…
BTW, we were using MAX7 for this.
In most cases we brought cameras from MAX to Messiah, though…
i.e. doing rough layout in MAX (using LW-modelled meshes), saving out scenes to messiah using PointOven, animating the characters there and writing out tons of *.mdd´s to feed to MAX for rendering again. Phhh, I love funky pipelines… 