Hi Mark, well unfortunately your customer has kind of boxed you in awkwardly by only accepting those 2 formats.
The native Max format is not documented by Autodesk so pretty much nothing other than Max itself is able to create those files.
Then the 3DS formats is a very old antiquated format that actually comes way back from the ancient 3D Studio for MS-DOS version.
3DS format is generally a last resort choice because it is limited in many ways, it can only have triangle polygons, it has 16-bit era limits in it such as no more than 65536 faces inside of a single mesh object, and cannot hold vertex normal smoothing information, which tends to make it difficult to get high quality shading with that format, since smoothing will be done by just an average of adjacent faces rather than having the surface normals come from the actual NURBS surface.
I think that there is some kind of mechanism in 3DS format for specifying a hierarchy of shapes but MoI does not attempt to use it currently. Since 3DS is not a good format in general, it just is not very likely to get a whole lot of development time or improvements in the future since it is kind of like trying to put lipstick on a pig.
Max has in general throughout its existence been poor in handling imported data from other programs. For example most 3D programs are able to use the OBJ format to transfer data pretty well, but Max has never really had a very high quality OBJ importer in it.
Probably the best way to get high quality transfer into Max is to use FBX format (as long as you have an up-to-date FBX import plugin in Max which is available for free), which seems to be the most (or possibly the only) actively developed importer for Max.
I added an FBX export into MoI 2.0 specifically to try and help getting things into Max better since it does not handle other common formats as well as other programs.
But currently MoI only attempts to write out grouping type information (in the form of style assignments in MoI transferring into Material assignments in the exported data, and also combining objects with the same name into a single large mesh object) for OBJ and LWO formats.
MoI doesn't have anything like setting up pivot points for animation use.
Probably to make a proper grouping for animation that would need to be done by doing some organization within Max after importing the basic data in FBX format.
- Michael
|