View Full Version : Maya to max fbx import
himadri_sm
12-12-2010, 04:27 PM
i am using maya & max 2010 64 bit.i've downloaded & installed the latest fbx plugin for both max & maya (version 2011.3.1). i recently modeled a complete high poly ferrari enzo that i had to import to max for a friend. so i used the fbx format for exporting the model out of maya.it is only a model with default lambert shader, no smoothing & no other materials. there is no animation or rig control or texture or anything else.just the model.since i did not know what options to choose in the exporter, i used the default options.whaen i opened the exported fbx file in max 2010, most objects were ok but a lot of the objects had their normals reversed & i had to select the objects & go into element mode & flip the normals.theres another model of mine that i have to import to max so i was wondering if there was any other way to perfectly export(a few errors here & there, would be fine)the model.can anyone tell me if there are specific settings in the exporter that i should enable/disable? thank you.
paulius-st
12-12-2010, 08:03 PM
well if you need to export just a model than use .obj format. it does the trick for me . max should recognise diferent objects and no normals should be fliped or other noncense.
poopipe
13-12-2010, 10:53 AM
this sort of problem is usually an issue with the source data.
I'm fairly sure Maya and Max handle mirroring slightly differently so that's an example of where you're likely to end up with inverted normals or similar issues. I'd expect similar to happen with an obj. in a lot of cases to be honest
generally speaking if you collapse all the transforms within Maya first it should come through pretty cleanly
himadri_sm
13-12-2010, 12:36 PM
when i use obj i get the error- Invalid normal index. before importing, i used the Normals- Set to face- Match face normal, in maya. only the .fbx format is able to import the model.
poopipe
13-12-2010, 12:47 PM
It definitely sounds like you need to fully collapse the meshes as the maya end to the simplest possible form. I don't know a lot about the technical parts of Maya so I don't know what buttons you should push but basically you want plain, simple meshes with uniform transforms.
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