Sorry if i post a redundant issue that somebody might asked before.
In the document, it is recommended to use .max file comparing to fbx file.
However, when i try to import .max file, there is nothing for me to do once I import the .max file and i can see the file in project view.
but that’s it. i can’t add the model into scene at all.
I’m wondering if it is the matter with max version.
I expected it worked out with .max file properly as it is recommended.
Can anybody advise me on this in detail?
In some posts, someone else recommended to rather use fbx format, but it is confusing.
Importing Objects From 3D Studio Max
If you make your 3D objects in 3dsMax, you can save your .max files directly into your Project or export them into Unity using the Autodesk .FBX format. Saving them in the original .max format is recommended.
Unity currently imports from 3ds Max
All nodes with position, rotation and scale. Pivot points and Names are also imported.
Meshes with vertex colors, normals and one or two UV sets.
Materials with diffuse texture and color. Multiple materials per mesh.
Animations.
Depending on your installation and if you have the required max version on the same system as unity, going straight with FBX is definitely a less painless option.
Unity won’t import max actually, in reality it calls the max fbx exporter behind the scenes to export the fbx and use that.
The supported Max versions should be mentioned somewhere (I think 9 is the pure minimum with the 2009.3+ FBX exporter, potentially 2010.x by 2.6)
Not to swat a hornet’s nest with this one but I don’t understand why Unity recommends we do this with Max or Maya. I’ve never been involved in a production where keeping source art files, Max, Maya or PSD, in the same location as processed game files is practiced.
There are many reasons for keeping them separate including referenced Maya or Max assets, 500+MB PSD files, 3rd party tool chains, versioned assets, etc.
I understand the coolness of using proprietary file formats and what kind of voodoo it took the Unity engineers to implement this but I still think using the FBX exporter directly from the 3D app is the way to go, especially on larger teams using GOOD version control (thank you Unity 2.6!).