So for the Game-Artist.net contest I have teamed up with someone who uses Maya.... and I use 3ds max. I'm just wondering if there are plugins or general tips that anyone wants to share that might help the creation process go smoothly. We will be importing everything into UE3 in the end. I'm just looking for ways to import objects from one program to another. Something that I'm worried about are dimensions and how the units compare.
Any help would be nice. And remember that I'm wondering about going in both directions (Max -> Maya and Maya -> Max)
Thanks.
Replies
Make sure both of you have the latest versions of the plugins, they're available from the Autodesk website.
You shouldn't have to worry about units and dimensions as long as you both keep your import/export options consistent.
thats the only tip i can give you !
when ever i had to port stuff between max and maya it ended in bloodshed and tears ...
that was in the days before fbx sure but ... you know ... scarred for life
I wrote a script at work for bringing stuff in from Max where in Max it'd only export the base level meshes (no Turbosmooth or any modifiers which exist in Maya as deformers like Bend, Twist etc), and only export the base mesh of any instanced geometry. This keeps the file size down nicely, and it also means I can fully reconstruct the scene in Maya using the data saved off per mesh from Max (eg. number of subdivisions, bend angles etc).
So you get a nice lightweight clean scene in Maya with all instances/layers/modifiers correctly preserved. It can probably be improved a bit but is already quite powerful.
The main thing about FBX is that it seems to butcher materials when coming into Maya, instead of creating just the number of materials needed, it creates a new ShadingGroup for every single object using each material, so in complex scenes you can end up with hundreds of materials in Maya even if you just had one or two in Max... stupid. Fairly easy to clean up in script, but still stupid.
if you'd stick with that mantra, you might even get away with using plain old OBJ for transfers.
FBX can be quite ... cumbersome at times. just sayin'.