Importing .max file to Unity

Hi there, I’m new to Unity and trying to get up to speed. I read in the documentation:

"
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.
"

Okay, I have .FBX format working fine when I export from max and import into Unity. However, if I try to import the .max file it freezes things up in Unity for a while then comes to. Once unity responds I can then see my Max file in the Project window(it has a little paper icon next to it).
If I select it the inspector gives me only the “(FBXImporter)” information.
If I try to drag and drop the .max file into the scene, I get the icon with the black circle and cross on my mouse - telling me I cannot do this. So it appears that it Sort-Of imported the .max file in, but I apparently cannot use it.
What am I doing wrong?
Should I not use .max files?
BTW I am using Windows Vista 64bit, with Max2010 64bit and latest FBX plugins.

Saving your .max files directly into the Project folder results in the FBX import process happening in the background automatically. That’s why it “freezes” for a little while as the file is being processed. The “(FBXImporter)” in the Inspector is the same whether you save .max files or FBX since both are essentially FBX files.

If you can get the file to work properly as a manually exported FBX then you should be able to get the .max file to work as well.

aNTeNNA trEE: Thank you for the reply. All I can say is that it isn’t working for me. I’m thinking that possibly plugins I have in 3ds max may be interfering with the import to Unity. Like ShaderFX I was thinking.
Another reason I am thinking this is the case, is because when I import a regular .FBX file it updates Unity almost instantly, but with the .max file it seems like its on the verge of crashing. Anyways, thanks for the info, and I guess I’ll just stick with importing .FBX for now. No big deal really using .FBX instead.