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Add gLTF support, export and import

Add gLTF support, export and import

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!

56 Comments
Anonymous
Not applicable

this

Smallpoly
Participant

Yes, that.

brentscannell
Alumni
Status changed to: Future Consideration
 
Anonymous
Not applicable

yes please !

Anonymous
Not applicable

Any update on this? 'Future consideration' sounds still very far away.

I am pretty sure gltf/glb has a huge potential and it's definitely something we don't want to miss in the future.

Blender is having a very active community and it looks like it is/will be integrated by default for version 2.80:

 

https://github.com/KhronosGroup/glTF-Blender-IO

 

Also Babylon.js is making very good progress on the gltf/glb exporter for 3ds max:

 

https://doc.babylonjs.com/resources/3dsmax_to_gltf

 

Maybe you could get in contact with the guys from Babylon.js.

Looking forward to your update!

Anonymous
Not applicable

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.

klaasnienhuis
Enthusiast

Some interesting links regarding gltf and file conversion:

An fbx to gltf converter: https://github.com/facebookincubator/FBX2glTF

An obj to gltf converter: https://github.com/AnalyticalGraphicsInc/obj2gltf

ClayGL is a webgl viewer and also converter: https://github.com/pissang/clay-viewer#converter

Babylon.js, besides being a webgl framework it also has an exporter for 3dsMax to create webgl files: https://github.com/BabylonJS/Exporters/tree/master/3ds%20Max

Anonymous
Not applicable

yes.. we need gLTF import and export options. Heart

alex
Enthusiast

Verge3D for 3ds Max comes with the full-featured glTF exporter plug-in. See this video overview on the ADN channel.

mhj.notenboom
Contributor

Currently I cannot import a gLTF downloaded from SketchFab into 3DS MAX

Guido
Explorer

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

mail
Observer

IMPORT to 3ds Max option, please...

jeff.zehner
Participant

Import/Export should be standard part of Max

Anonymous
Not applicable

Another customer vote here for native import and export of gLTF. Original post is coming up on 3 years old. Any update? Thank you!

autodesk
Observer

There is a serious need for this.

Tvortsa
Contributor

Autodesk, week up! Are you sleep !?!?!?!?!
Any reactions? no ?

brentscannell
Alumni
Status changed to: Under Review

Hi all,

 

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.

echadwick-artist
Participant

I found a hacky way to import glTF into 3ds Max, using Open Asset Import Library https://github.com/assimp.

 

  1. assimp export myfile.glb -ffbx \\converts a glb into a fbx model.
  2. assimp extract myfile.glb \\extracts textures from a glb, in their native format (jpg or png).
  3. Import the FBX.
  4. 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.

Anonymous
Not applicable

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.

 

 

alex
Enthusiast
@PlutoVR wrote:
Extremely important feature; currently our team needs to use multiple tools (FBX2GLTF, Blender, Babylon exporter + online viewer)

Why so complicated? Verge3D offers direct export from Max to glTF 2.0 and also supports Max' native materials, maps and lighting.

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