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!
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.
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
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.