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importing and exporting models between, rhino, maya, and 3ds max design

mark lower

are there any side-effects? if so what are they? what the best way to go about it? what to avoid? or share any other experiences you may have.

thanks.

 
Oct 18, 10 7:20 pm
prairie school drop out

side effects, like a headache?

i think iges or fbx (motion builder) are pretty consistent for going between rhino and maya, only the global axes are different in the two programs (i think in maya, y is default for up, while in rhino it's z, so you would likely want to change that unless you want everything to import sideways).

i don't remember which of these allows you to convert the meshes to nurbs in maya and then maintain the model in a usefully editable way (ie not meshes) in rhino. you can always use the meshtonurbs command in rhino, though it's a bit messy converting meshes to nurbs and can yield a very heavy file and you'd probably have to rebuild all your surfaces.

now that i think about it, one works best in the rhino-->maya direction, and the other works best in the maya-->rhino direction. there's one other file format that i think is good, but i'm forgetting what it's called (it's been a few years!) obj, i think?

whenever i import stuff into max from rhino, i do so as a dwg. i haven't ever gone the other way, though. i'm not sure if it would be necessary to go between maya and max, so i don't know there, i've never done it

Oct 19, 10 12:18 pm  · 
 · 
badalian

NPower Translator
http://www.npowersoftware.com/

Oct 21, 10 5:04 am  · 
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