ok i`m asking aquestion about max & maya relationship i want to easly export a character from max into maya ( will be rigged in character studio ) & ok in maya making some animation & make it back into max to be rendered thier i think in fbx but i tkink there is much advanced plugin myght be so ok help plz help plz help plz
The rig does not port!while meshes usualy do but in general sense rigs do not (because maya does not have character studio solvers and max does not have mayas capabilities... fiuture who knows). So if you animate in maya you will nee dto rig in maya too.
Anyway you can do it in 2 ways by exporting each frame separately... You may wish to amke a morph of every frame in max for motionblur.
Or fi you jsutuse mr export a mi file and include it in yoru maxside... (tough personaly id export the max side to mayaa nd render in mauyya since ista tad beit easier to manage for me thatway)
Well, if you create a rig according to Biovisions .BVH files specification, maybe you could export your Maya animation as a .BVH file and reimport your animation to a Max biped. Then you could render in Max. I have imported a Max Biped into Filmbox once and exported a .BVH file for my diploma, worked quite well. I am not sure of the .fbx status with Max, however. Is that format supported yet? If yes, than that would be a good solution, as you won
Sure but that does not port any deformers jsut the bone rig... If its the boes than exportting and importing is pretty easy. Then just use FBX.
Anything else usualy craps up.
Personlay i dont consider jsut a abasic bonestructure bound to a char a a rig! because its not a rig is teh controll structure of it and every other peice of deformer you WILL be suing.
agreed... but why on earth poeple would want to use both at the same time is beyond me... imean the max rednerer has no advantage over what maya has to offer.
Depends maya internal rendrere often is tuned wrong and the the defaults are usualy way out there. I mean if you turn comparable settings in max to maya sw you often get samekind of speed metrics but.. See for one thing maya users often render 2 times the data, because all maya objects are doublesided vs not.
I sure as hell have had much fster renders in maya software than in max, especialy after setting filtering to something usefull. So it depends quite much on the scene. But with infinite mayabatch nodes who cares.
But i wouldnt know ive switched over to prman. Wich beats the crap outof both theese renderers 100 to 1, better quality for faster renders.
(ps and the fact that max costs as much as Maya+RMfM)
hi all & thanx for u all okay idont have job here in egypt okay many studios work in max i love to animate in maya i dont love max as much as maya maya is my friend so i finally get a job in a studio in camera traking but they still preparing for this camera stuff & they want me to work with them in max many shots need to be animate i dont know what can i do ? i want the job it`s too hard to get such a thing in here so i might animate in maya & give them the work in max to be rendered the whole cast work in max u see know
Okay, it is possible, but you will need a fully skinned and rigged character in Max. Export the skeleton and your mesh to Maya. There you create a very rough rig with the help of this tool:
If your character is skinned and bound, you can apply the CutSkin tool on it and receive a low poly character, which will give you a basic idea of your animation.
Once you finish there, you should export everything via FBX to Max and there you go...
Yes, thats why comppanies with small budgets cant comprete with deep pockets, because if you truly want a new innovation you will ocasionaly have to waste that time.
But here, i wouldnt want to waste the time. Too risky and too hard.