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gLTF is quickly gaining momentum, many online and offline engines support this interchange format. Autodesk itself is supporter of the gLTF standard. Let's add native gLTF import and export support to 3dsMax!
Yes please, lot's of big companies are starting to use glTF now! It would be great if we can complete the circle and are able to import glTF files back into max. We're now forced to switch to tools such as Blender to import these models.
Important. Although The Babylon Exporter is already a good plugin but as this will mainly become an industry standard, it should be correctly implemented natively by the Autodesk Team
I'm sorry that you haven't seen much traction on this idea here. I've neglected to keep this one fresh and up to date.
Last year, Autodesk formally joined the Khronos group as a contributor member. Since then, representatives from various product teams have joined in the regular development meetings for some different initiatives: 3D Commerce, which aims to standardize workflows and visualization of 3D Content in an e-commerce context, and 3D Formats, which is developing glTF.
We are keeping a very close eye these standards, and even contributing to the development in some cases. While I know that for most of you, all this boils down to just being able to export a glTF directly from 3ds Max, I ask that you trust that we are finding the best strategic fit and form, while aligning some development activities. We are researching an exporter, but I can't comment on the potential timeline for delivery just yet.
For those interested in discussing your needs around this topic more directly, please reach out via direct message or email, or keep the comments rolling in this thread. We are actively looking for customer stakeholders to help steer this effort.
I found a hacky way to import glTF into 3ds Max, using Open Asset Import Library https://github.com/assimp.
assimp export myfile.glb -ffbx \\converts a glb into a fbx model.
assimp extract myfile.glb \\extracts textures from a glb, in their native format (jpg or png).
Import the FBX.
Make a new Physical Material, and hook up the textures.
It's important to note however that glTF is a lossy format. It's not a good format for translation of source assets because you lose fidelity, often significantly.
Still, it is useful to use 3ds Max to examine the layout of an exported model, and identify the ingredients/textures/UVs/etc.
Extremely important feature; currently our team needs to use multiple tools (FBX2GLTF, Blender, Babylon exporter + online viewer) in conjunction with 3DsMax to be able to author assets in our preferred DCC (Max) and convert, validate, and view the GLTF/GLB asset.