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Exporting more than just a mesh from 3dsMax to Maya?

post #1 of 9
Thread Starter 
So I found a tutorial for extracting every single mesh, sound, and texture from Starcraft, so now I have this huge raft of models and animations that can be taken almost straight into 3dsMax, complete with reference points and character rigging.

However, I have NO experience with Max, only Maya, so there's nothing really I can do with any of this. However, Exporting an OBJ from Max to Maya leaves me with nothing more than a mesh and textures. On top of that, Maya tends to import OBJs as tri meshes, which actually results in pretty poor-quality meshes.

The meat of the question is this: How do I export from Max to Maya, but retain rigging and ref points, while keeping tris to a minimum?
post #2 of 9
Thread Starter 
bump
post #3 of 9
Retaining rigging and reference points isn't possible when exporting the mesh. The .3ds and .obj files only store mesh and texture data.

Even going from newer versions of 3ds Max to earlier versions, the rig can't be transferred.

It's very annoying, but I think at one point I did see a project going to try and retain them, it was called .X or something, but I don't think it was ever completed. (It was apart of Halo PC modding, If I recall.)

Hope this helps!
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Stepping-Stone
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post #4 of 9
Thread Starter 
Link

Alright, thanks for the info.
post #5 of 9
use FBX.
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post #6 of 9
Thread Starter 
Quote:
Originally Posted by supaspoon View Post
use FBX.
nope.avi

Maya can't read that.
post #7 of 9
Then you're missing a plugin or using an old version &/or dare I say bootleg. Maya will open .fbx, and it's the only file format in which it's even remotely possible for you to retain anything more than just a mesh w/ uv coord's.

Granted, it still very well may end up a mess (depends on the files), but a chance is better than no chance.
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post #8 of 9
Yeah, use the DAE/FBX plugin in Maya. I know it exists. If you have issues, use the Collada DAE exporter/importer for maya/max. The DAE/FBX one stock in maya should work just fine. It can export and embed everything into a single file if you fiddle with the options enough.
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post #9 of 9
Thread Starter 
Quote:
Originally Posted by supaspoon View Post
Then you're missing a plugin or using an old version &/or dare I say bootleg. Maya will open .fbx, and it's the only file format in which it's even remotely possible for you to retain anything more than just a mesh w/ uv coord's.

Granted, it still very well may end up a mess (depends on the files), but a chance is better than no chance.
My apologies, you were right. I didn't know you had to active a plugin, which I have now done. Everything works.

Thanks!
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