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converter for MAX scenes?

10 REPLIES 10
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Message 1 of 11
Anonymous
3636 Views, 10 Replies

converter for MAX scenes?

Much as I love my Mac platform, I fully acknowledge that Max scenes are superb. However, I am banished to limbo for my OS choice by AutoDesk. Since the creators of all the fabulous scenes would benefit from extra revenue from aliens such as myself, I wonder why there is no stand-alone converter for MAX scenes to other formats, such as FBX. Or, possibly, a web site which offers such conversions for a fee.

 

My cheque is in my hand for any clever soul who creates such a converter.

 

best regards, David

10 REPLIES 10
Message 2 of 11
10DSpace
in reply to: Anonymous

@Anonymous 

 

My cheque is in my hand for any clever soul who creates such a converter.

 

Have a look at the these guys. 

https://www.okino.com/default.htm

 

They have been around a long time doing all kinds of 3D file format conversions including 3DS Max.  I have never used their converters, but have seen them mentioned in 3d forums from time to time.  Maybe they have a demo you can download and check out.   If you are talking about multiple max files it may be worth it for you. 

Message 3 of 11
Anonymous
in reply to: 10DSpace

10DSpace, thank you for your reply. I had checked out that software about 15 years ago, and the author told me that a Max file is just a collection of pointers to modules, and so is not a CAD file to be converted. I still ask myself why not follow the pointers to the modules and convert the modules' info one by one (or some such). I had posted yesterday in the hopes that some clever soul had solved the converter problem. It seems not.

 

best regards, David

Message 4 of 11
10DSpace
in reply to: Anonymous

@Anonymous 

 

FYI, someone just posted on this forum a link to an online converter from max to .fbx.   See post 8 of 8 in the attached.

 

https://forums.autodesk.com/t5/3ds-max-forum/converting-3ds-max-file-without-the-application/td-p/7106525 

 

 

Message 5 of 11
jon.bell
in reply to: Anonymous

Hi David,

 

Thanks for your question. 3ds Max .max scene files do contain all the references to the components which make up the scene, so it's not really a file format that you can write a standalone converter for easily.

 

If you're using a Macintosh, to use 3ds Max you would have to install it under Windows 10 on Boot Camp. (Please note that Autodesk doesn't officially support this configuration today, but if you update your Windows drivers you may be able to get it to work properly.)

 

You can then export your .max scene files to quite a few other formats, such as .fbx, .obj, .abc and so on. (You can also use the Point Cache option to save animations, including vertex animations, for .fbx format.) We are also working hard on incorporating future geometry formats, such as .usd, into our products.

 

I do second the recommendation of using Okino Software's Polytrans program (and 3ds Max plugins) to handle additional file imports/exports as well. I've used the software personally for 20 years, and it's top-notch. You would have to check with Robert Lansdale at Okino to see if he has a Mac-capable version, or if you can run it on Windows under Boot Camp on a Mac.

 

Please let us know if this helps, and take care!



Jon A. Bell
Senior Technical Support Specialist, 3ds Max
Message 6 of 11
Anonymous
in reply to: jon.bell

Jon, Thank you for your reply. However, you have carefully avoided addressing the intent of my problem: how to access MAX FILES without the actual application. Autodesk has specifically chosen not to support the Mac platform. Your choice. You correctly confirm that the MAX file is essentially a collection of pointers to modules, but....... drum roll.... why not just follow each pointer to its module and open the data for each module? You say it is difficult to make such a converter, but it is already done: there is an on-line converter which exists (albeit with a 50 MB fie limit.)  See https://anyconv.com/max-to-fbx-converter/.   This on-line converts MAX to FBX. Ergo, it can be done. Why does AutoCAD avoid doing this? The multitudinous scene authors (like Evermotion) would reach thousands more customers with this facility. 

I cannot help being suspicious of AutoDesk motives to cripple access to MAX files.

Message 7 of 11
jon.bell
in reply to: Anonymous

Hi David,

 

Thanks for your update, and sorry for the delay in my response. I'm going to test out that online "Max to FBX" converter, and I'm curious about how they're actually doing this. (I have my doubts, to be honest.)

 

There's nothing really nefarious about Autodesk not having a standalone 3ds Max file format converter. The issue is (from my discussions with the developers) is that since Max scene files contain references to everything used to create the contents of that scene, any missing component may break the file. For a good conversion, you would have to have a program that can access and reference every possible 3ds Max modifier used on every object in its proper position in the Modifier Stack, every space warp, every 3rd-party plug-in (including geometry, light types, materials, etc.) and Maxscript used in the scene, or else the conversion would probably be riddled with errors. (In short, in order to open and export a 3ds Max file, you really need... Max.) 🙂

 

I personally would love it if we had a standalone converter that could at least "pre-collapse" a Max scene file into geometry before it would get loaded, just to salvage files that may have gotten corrupted for some reason. Alas, that doesn't seem to be possible, according to the devs I've talked to.

 

Now, as we work more with incorporating USD and other file types into 3ds Max, I'm hoping that we can work around some of these issues. But at present, the only way you can completely load a 3ds Max scene file is by using Max. That's just the way the architecture was designed from the beginning. Once loaded, though, you can export Max scene file components to a variety of other formats that can contain basic geometry, lights, baked animation keys (or point cache files for vertex animation), cameras and so on.

 

I hope this info helps, and if you have any other questions, I can try to get a developer to chime in here with the exact technical info on 3ds Max scene file specifications.

 

Please let me know, and take care!



Jon A. Bell
Senior Technical Support Specialist, 3ds Max
Message 8 of 11
Anonymous
in reply to: jon.bell

Jon,

Thank you for taking the time to give a detailed (and reasonable) reply.

I note your points about creating a converter, but what is the flaw in the following suggestion:

1. Take MAX source code, and disable/remove all menu items except OPEN, and SAVE AS FBX. Any required subroutines would remain, but would not be accessible to a user.

2. This will make a converter but will not allow anyone who purchases it to do anything except open a MAX file and save as FBX.

Will this not work?

best regards

David
Message 9 of 11
domo.spaji
in reply to: Anonymous

What files would anyone convert with that? Max files don't grow on trees.

Max is needed to create it and can be used to export things that can be exported in some universal or any format.

Message 10 of 11
Anonymous
in reply to: domo.spaji

domo, you need to get out more. There are thousands of Max files for purchase for people like me who create 3d animations. There are 3d objects from places like Turbosquid, and full scenes from places like Evermotion (https://evermotion.org). The quality of these files for purchase are excellent, which prompted me to ask for a converter. 

Message 11 of 11
domo.spaji
in reply to: Anonymous

Why limit your market by offering only .max format? A rhetorical question.

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