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These are 2 separate things: Fusion 360 like tools in 3ds Max, and just getting results from Fusion 360 into 3ds Max easily and without data loss. Without digging too deep into it, I'd think that the former (a better import) will be easier to accomplish. With that in mind, can we steer this conversation towards that workflow? What would you need in terms of features during this workflow and how would you prioritize them? I'll get the ball rolling:
1)High quality mesh generation from solid bodies and TSplines - not too much and not too little
2)Material conservation - the materials look great in Fusion so they should look equally good in 3ds Max or 3ds Max Interactive
3)Support for decals
4)Mechanical Constraints - Inventor import into Max can bake these as animations, do we want more than that?
5)Part metadata - what would you like to carry with you along the way to 3ds Max or 3ds Max Interactive
Yes, Fusion 360 is a great opportunity of surface and innovation.... all are imcredible in F3D. please.... not lost the actual opportunity of this attention of adsk on fusion 360.... it's important to stay in time....