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Overview

Some customers may want to use our camera data in 3ds Max 2013. This section will go over how to get that data into Max for post production use.

One thing to keep in mind when shifting from Maya to 3ds Max 2013, you will want the camera’s Angle of View from Maya to match the FOV in 3ds Max throughout the entire timeline.

Go straight from Maya 2013 to 3ds Max 2013.

  1. Generate Maya Ascii in Take Converter.
  2. Open Scene in Maya 2013.
  3. File > Send to 3ds Max > Send as New Scene.
  4. Double check the camera FOV in Max to match with Maya.
  5. Rendering > Render Setup > Output Size adjust to match video size.

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Generate FBX to import into 3ds Max 2013.

  1. Generate Maya Ascii in Take Converter.
  2. Open Scene in Maya 2011-2013.
  3. Check for FPS.
  4. Select File > Export All.
  5. Choose FBX format relative to the version of Maya.
  6. Choose Autodesk Media & Entertainment.
  7. Animation > Extra Options > Quaternion Interpolation Mode set to Retain Quaternion Interpolation.
  8. Import the resulting FBX in 3ds Max 2013.
  9. Double check the camera FOV in Max to match with Maya.
  10. Rendering > Render Setup > Output Size adjust to match video size.