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Home > Supported File Formats > 3ds Max to COLLADA


How to convert 3ds Max (.max) to COLLADA (.dae)?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

3ds Max

3ds Max has been the flagship DCC/Animation system of Autodesk since its introduction in 1996. It replaced 3D Studio R1-R4 which was a DOS based variation. Both were developed by the Yost Group and licensed to Autodesk.

As is very little understood, no program on this planet can read or write 3ds Max ".max" files because the full geometry modifier stack of the 3ds Max software, and its various plugin modules, are needed in order to properly evaluate the file before it can be rendered. This is what forced Okino to write its PolyTrans-for-3dsMax system, which allows for all Okino 3D converters to run within 3ds Max itself. For example, if you want to convert to/from CINEMA 4D (.c4d files) then you would do so entirely inside of 3ds Max.

Okino has a very long history with 3ds Max as it got on board in 1986 when Tom Hudson (of the Yost Group) first released "CAD-3D" on the Atari|ST computer. That program morphed into 3D Studio on DOS (.3ds file format) and then into 3ds Max (.max file format).

Note: Please do not confuse the 3D Studio's .3ds format with the 3ds Max .max format. You will find throughout the 3D industry that some companies refer to .3ds as the "3ds Max file format" but this is not true. The native file format of 3ds Max is the .max format, whereas .3ds is just a legacy import/export file format ported over to 3ds Max by Tom Hudson during the transition from 3D Studio R4 back in the early 1990s. DO NOT use the .3ds file format to convert to/from 3ds Max but rather use Okino's dedicated PolyTrans-for-3dsMax plug-in system for 3ds Max.

     

COLLADA

COLLADA (DAE) is a XML-based readable file format of the 2007/2008 era which had an original goal of allowing efficient cross conversion of 3D asset data between all of the major 3D DCC/Animation systems of that era. Many 3D software programs came to implement COLLADA but with varying levels of comformity and data reliability. COLLADA is more generally known as a polygonal mesh file format and not a MCAD/CAD/AEC/GIS format. Today people would usually use FBX over COLLADA, depending on the quality of the associated (and dated?) import/export converters.

Okino created one of the key implementations of the COLLADA file format in its import and export converters. However, it saw little need for them except for exporting into Cinema-4D from 2008 to 2012, as the primary gateway into Google Earth, and as our still-preferred method to move 3D assets into Blender (rather than FBX). COLLADA does have its place in these current and prior times.

Okino has a unique take on the COLLADA file format as Okino was at the very center of the DCC/Animation conversion world. In 2007 Rémi Arnaud and Mark Barnes argued that yet-another 3D file format was required and hence Sony funded their efforts to define COLLADA for the cross conversion of assets between (initially) 3ds Max and Maya. However, what they conveniently ignored was that Okino already had the defacto cross conversion system in place, for the prior decade, based on its BDF (binary data translation file format) for 3ds Max, Maya, Cinema-4D, Softimage, LightWave and others. In the mid 2000's there was a "not invented here" mindset and hence everyone wanted to stamp/force their own 3D file format on the industry: FBX (Autodesk), COLLADA (Sony), 3dxml (Dassault Systems), XAML-3D (Microsoft), U3D (Adobe and Intel), etc. There was little need or reason to have "yet-another" set of new 3D file formats. All, except FBX, would basically come and go as of 2007/2008. The implosion of the DCC/Animation industry of 2005-2007 and the 2008/2009 recession further hampered the long term adoption or need for COLLADA over Autodesk's FBX.

COLLADA is/was a very fine file format but it was really not needed at the time of its introduction in 2007. It only introduced yet-more confusion to the 3D graphics market as to which 3D file format to use to transfer 3D assets between packages. Developers generally implemented v1.4 of the COLLADA file specification then lost interest thereafter.

However, as a saving grace for COLLADA, all of the 3D software packages which had implemented a good COLLADA exporter became instant gateways to move their 3D assets into the then-new glTF file format of the mid 2010s, until such time that these same packages could add in their own glTF exporters.