Please refer to Okino's PolyTrans-for-3dsMax as the defacto 3D conversion system for 3ds Max users, both for bidirectional DCC/Animation conversion between all main animation packages and downstream 3D file formats, and all major 3D CAD formats.
Please do not use the .3ds file format to convert to/from 3ds Max.
This geometry converter imports complete 3D Studio files and write them out in whole or in part to other popular 3d file formats. The converter has been under constant development since 1993 and hence includes many nuances that allow it to mimick how 3D Studio itself imports .3ds files (such as properly clamping (u,v) texture coordinates that have invalid ranges).
The .3ds file format was the native file format of the old Autodesk "3D Studio R1-R4" software, which was popular up to about 1996 before its successor (3ds Max) replaced it. Having been around since the very late 1980's, it has grown to become an industry standard for transferring models between 3D programs, or for storing models for 3D resource catalogs (similar in status to Wavefront OBJ as a model archiving file format).
Okino was the first to fully reverse engineer the .3ds file format by 1993 and it became one of the most fundamentally important converters in our software, along with LightWave support by 1994. Okino's .3ds importer reads in and converts every aspect of a 3D Studio file including all geometry (+ proper smoothing group recognition and processing), all camera and object animation data (plus the ability to animate 'instances' of 3D Studio objects), all material attributes (including the proper translation of edge fall-off transparency), lights, cameras, view data, background color schemes and all other auxiliary data from a .3ds binary file. In addition, it handles all (u,v) texture coordinates and uniquely imports all of the 3D Studio texture mapping methods (2 texture color maps, bump maps, opacity maps, shininess maps, automatic planar & cubical environment maps, spherical environment maps and luminosity maps).
The converter is machine independent and does not depend upon the any third party file format library. Versions 1 through 4 of the .3ds file format are accommodated. It can also read in data from a 3D Studio .prj (project) file and a .mli (material) file.
Also refer to the corresponding .3ds file exporter.
|Dialog Box Options|
Compute Normals Using Assigned Smoothing GroupsIf this checkbox is check-marked (the default) then vertex normals will automatically be computed based on the smoothing information associated with each object in the 3D Studio file. This smoothing operation will allow the imported objects to appear smooth when rendered. If this checkbox is un-checked then no smoothing will be performed resulting in objects which appear to be flat shaded when rendered.
Report Statistics About the Geometry FileIf this checkbox is check-marked then parsing statistics will be displayed in the message window after the 3D Studio file has been imported.
Print Warning MessagesIf this checkbox is check-marked then warning messages from the 3D Studio file parser will be printed out to the message window.
Output Parsing Information to File 'debug3ds.txt'If this checkbox is check-marked then the contents of the 3D Studio binary file will be verbosely described and output to the file 'debug3ds.txt'.
Selective LoadingThe following checkboxes allow all or only some parts of the 3D Studio file to be loaded:
CamerasIf checkmarked, then camera definitions will be loaded in from the 3D Studio file.
LightsIf checkmarked, then lights will be loaded in from the 3D Studio file.
Render OptionsIf checkmarked, then the background render options (colors, bitmaps, etc.), the depth-cueing parameters and the fog parameters will be loaded.
MaterialsIf checkmarked, then the material definitions will be loaded in from the 3D Studio file.
ObjectsIf checkmarked, then all mesh data will be loaded in from the 3D Studio file.
Animation DataIf this checkbox is enabled then all the object and camera animation keyframe data from the 3D Studio file will be imported into the program at which point it can be interactively viewed and/or exported to other file formats. features.
Hierarchy and Animation Keyframe #0 DataIf checkmarked, then all the hierarchy and pivot point information will be loaded in from the 3D Studio file. In addition, animation data from the first keyframe will be loaded and applied to the objects and cameras so that they are positioned properly in space. If this option is un-checkmarked then no hierarchy information will be loaded (all objects will be attached to a single null node).