Hiya, so I'm trying to get models from Max to Maya for rigging/skinning.
I've tried using obj and .fbx, but both have issues.
OBJ loses smoothing groups, fbx triangulates.
I've always had the same issue, no matter what settings I've used in the export. I've found that you can usually fix the triangulation once in Maya by going to Mesh > Quadrangulate and make sure "keep hard edges" is unchecked.
for max to maya it works best with max2014... we use this all the time...
and for import you have to ceck unlock normals in the maya fbx settings to get it working...
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and for import you have to ceck unlock normals in the maya fbx settings to get it working...