FBX from 3dsmax7

Hi,

i do have some problems when trying to export *.max stuff via fbx. Can’t get my object with the calculated normal map (from high/low-polyobject) out.

o Anyone around who uses 3dsmax7 with fbx?
o Do you have any problems?
o What version of the fbx-exporter are you using?

@otee
Will we see *.max support in the near future?

Thanks,

taumel

Native exporters in Unity work by silently launching the application, exporting to FBX and importing that. Doing it in any other way would be pretty much impossible, as native file formats (.mb, .max, …) are often not documented and pretty convoluted.

That said, launching 3dsmax on the mac is not possible at the moment. Maybe someday!

What exactly can’t you get out?

The normal map itself?
UV’s`?

Thanks for trying to help but this time i got tricked by windows.

I had a “ß” in the path to the textures/maps which after i’ve noticed that the fbx-plugin doesn’t like such characters renamed to “ss” without noticing that windows doesn’t change a thing if you enter from “ß” to “ss” or "“ss” to “ß” directly.

Ouch! ;O)

Regards,

taumel

Don’t use the exporter that comes with max 7. Delete this and install the exporter of the unity manual. With the standard exporter animations don’t work in unity :frowning:

Or at least don’t work for my xD

Hi,

my are “version 70 from alias”. I instantly replaced the old ones (version 60 from kydara?) after i got the startup warnings concerning the two plugins.

Which version do you use?

Regards,

taumel

we use the “FBX 2006.02 plug-in for 3ds Max 7.0” and now all is fine.

We have replaced the old plugins of max with this plugin.

Youy can download fromn this url.

Thanks for pointing out again - downloaded - always these annoying registrations - tststs…

Regards,

taumel