• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Importing MAX Objects into Blender

Messages
206
Country
us-idaho
Good-day,

I am working on exporting/importing objects from AutoDesk 3ds Max 2012, to Blender 2.72.
My goal is to take some older, existing Max models, and import into Blender to animate and finish-out for FSX/P3D. They are aircraft objects, with UV's/Textures/Materials already assigned.

Currently, I am able to partially import a .fbx, but some part groups are mis-aligned.

When importing a .obj, there's virtually nothing there.

.3ds Imports quite nicely, and the existing textures can be re-applied. The UV values are intact...

My biggest concern, is the smoothing groups. I'm not sure if there's a correct protocol for this type of work? Also, the scale doesn't seem to interpolate.

Any advice from you guys who have taken your Max projects, into Blender?

I have re-posted this in the 3ds/Gmax forum as well.

- Joseph
 
Hello Joseph,

I've never tried it this way around, I always ported my models to 3DS Max. Problem is, Blender doesn't use smoothing groups, it uses "sharp edges". That's why all the importers tend to struggle with the conversion. If .3DS works for you, I think it would be best to apply an Edge Split modifier and add in sharp edges where needed.

Cheers :)
 
I use to work in 3DS MAX and when I fall in love with blender I found the best way is OBJ to export the models.. Actually easy when export from max go to the export properties, set blender preset, flip YZ if needed and do not forget to set scale from 0.01 :D to 1.0 .... In blender Do not forget to check the mesh for doubles, remove if necessary and recalculate or flip normals as due to conversation may some sugar appear.. That is it all done.. Re-applying the texture is not a big deal as all of the UVs are on the mesh anyway..
Also 3DS MAX makes smoothing groups automatically, there are some numbers for it against Blender. In order to see good "Cubical" mesh (cubes, buildings etc) exported from MAX you need to make shading set to flat or as Capt_x said use Edge split.
 
Back
Top