Naruto Character? Sure you can "Animate" with extra attributes, but in most cases, you have to "Bake Simulation" before Export. Objects that are not Maya bones, probably will not export. Scott
I would download the demo of Silo (www.nevercenter.com) and opening it in silo, and export it as an obj. I'm not sure if you can import or export using Maya PLE since it is a evaluation version.
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
There is a way to do it, with material editor in 3dsmax and exporting with a path and folder, should be fine like that, it should also export the .mtl file for max to read the textures and all that jazz.
I was under the impression that you were exporting the nurbs into zbrush and just smoothing the errors out and exporting a un-editable mesh back out for baking. My mistake.
Try using GoZ. But other than that check that your export setting for Obj doesn't have scaling. You might be unknowingly scaling up the mesh when exporting.
Try this- In bodypaint go to Window > Layout > BP 3D Paint Also, to simplify things- In max, make sure to use Export Selected (instead of export object or scene)
try adding hard edges corresponding to your UV borders, export and rebake oh, and make sure ur xnormal low definition setting is "use exported normals"