I.Brattin wrote:Chloe is right on one thing though, Blender and 3DS Max won't mesh. You can export from 3DS Max to Blender. But going back the other way exporting from Blender to 3DS Max is impossible. I have tried exporting as 3DS, OBJ, NIF, FBX, DAE... Some for whatever reason won't export, and the ones that will 3DS Max won't import.
It's definitely possible to properly export geometry and UV mapping from Blender to Max; thank god. I haven't done it in a while, but in 3DS Max 7 (?) importing .OBJ files from Blender would corrrectly import both the mesh and the UV maps. There were a couple geometry quirks (inversed normals, scale issues etc) but nothing impossible to fix. A number of other formats would correctly import geometry as well. And there are a number of Blender plugins to deal with a variety of formats, so I'm sure we'll find something that can fit us.
I don't know about properly exporting other things (animations, lights, object properties, materials, grouping, etc); somehow I don't think that'll be too successful. But if we can at least correctly export geometry and mapping that's a good basis to start with. That would still mean a lot of manual work to convert an existing Blender Age but at least we won't have to start an Age from scratch.
How should we, or how will Cyan, decide which fan-created age(s) would be released in MOULa first?
That's something that should definitely be cleared up, because that will mean quite a bit of work for us to prepare at least one Age in Max. While we might not need at first to make a *top quality* Age, we might as well get familliar with Max in the proceess and prepare more great Ages for whenever Cyan is ready to include them..