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Max to Maya Converter

David Walker

Tags:
converter, maya

Abstract:

The increasing interest in 3D products has gone hand in hand with the development of a new generation of 3D graphics file formats. Each platform and program has a unique set of features and capabilities related to a particular audience, for example, 3D animators, shader writers or engineers all require different things from a 3D graphics package. As a result, a 3D package could be expected to support tens, if not hundreds of file formats. Supporting every format is impossible, and exchanging data between software packages is difficult, often impossible. The best format to use for interchanging data often depends on the type of 3D application being used, for example, in order to move data between 3D CAD programs such as AutoCad, ProE or I-DEAS there are several graphics file formats available, for example, the AutoDesk DXF file format, the IGES file format or the ACIS SAT file format. 3D Modellers and animators must also consider file formats, for example, a common ‘inbetween’ file format from 3D Studio Max to Maya is the DXF for moving geometry between the two packages, however, it handles normal information very badly and takes no UV co-ordinates between the packages. There are very few, if any, file formats that can be read by both packages that can take across animation.
For my innovations project I propose the following idea. I would like to produce an inbetween program that enables animation to be produced in one package, in this case, 3D Studio Max, and allows that animation and other information to be imported into Maya, on the Windows NT and SGI platforms.
I will be exporting from 3D Studio Max using the .ASE or ASCII Export file type. I then hope to be able to extract the relevant information out of the ASCII file and place it in a .MA or Maya ASCII file type.
By the end of the project I hope to be able to move polygon objects, various scene information, animation curves, possibly skeletons and IK and any animation key frames.

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