The following tables indicate how both 3ds Max and the FBX file format treat cameras.
|In 3ds Max||Becomes in FBX|
|Free Camera||Camera without interest.|
|Target Camera||Camera with interest.|
|Roll Angle Animation||Roll FCurve. The plug-in inverts Angle values when exporting to FBX to maintain a consistent orientation.|
|Orthographic Camera||The Orthographic setting which you apply in 3ds Max to a free or target camera is retained in FBX.|
|FOV channels||Field of view FCurve. The view is consistent, even though the focal length values changes.|
|Width-related FOV||Horizontal Aperture.|
|Height-related FOV||Vertical Aperture.|
|Near and Far plane||Near and Far values if clipping is active. Since you cannot animate Near and Far values in MotionBuilder, it uses the current time value to evaluate the resulting Near and Far value.|
When the 3ds Max FBX Plug-in exports Maya and 3ds Max custom cameras, the exporter sets the Render resolution/PixelAspectRatio for all cameras. If no custom cameras exist, the Render resolution/PixelAspectRatiovalues are not exported.
|In FBX||Becomes in 3ds Max|
|Free Camera||Free camera.|
|Camera (With a look-at Target/Interest)||Target camera.|
|Orthographic Camera||Orthographic camera|
When the 3ds Max FBX Plug-in imports Maya and 3ds Max custom cameras, the Render resolution/PixelAspectRatio applied to the scene is set by the current camera. That is, the Render resolution/PixelAspectRatio from additional cameras are ignored. If the current camera is not a custom camera, the Render resolution/PixelAspectRatio values are not imported.