Camera support
 
 
 

The following tables indicate how both Maya and the FBX file format treat cameras.

Camera export

The following table lists Maya cameras and how the FBX file format treats them on export:

In Maya Becomes in FBX
Camera Camera without interest.
Camera and Aim Camera with interest.
Camera, Aim, and Up Camera with interest and up vector.
Angle of View Field of View FCurve. The view is consistent even though the focal length values change when you import the FBX file into 3ds Max.
Near/far clipping planes Near and Far clipping plane values are supported but not animation.
Stereo Camera StereoCamera
Note

Any animation applied to a Maya camera’s Up node is baked onto the camera’s rotation when you import it into 3ds Max.

Custom camera export

When the Maya FBX plug-in exports custom cameras, the exporter sets the Render Image Size and Pixel Aspect Ratio for all cameras. If no custom cameras exist, the Render Image Size and Pixel Aspect Ratio values are not exported.

Note

Make sure your custom camera is the current camera in the scene when exporting to FBX for the correct transport of the camera Render image Size and Pixel Aspect Ratio.

Camera import

The following lists how Maya treats MotionBuilder cameras on import:

In FBX Becomes in Maya
Free Camera Camera
Camera (With a look-at Target/Interest) Camera and Aim
Orthographic Camera Camera with an orthographic setting.

Custom camera import

When the Maya FBX plug-in imports Maya and 3ds Max custom cameras, the Render Image Size and Pixel Aspect Ratio applied to the scene is set by the current camera. That is, the Render Image Size and Pixel Aspect Ratio from additional cameras are ignored. If the current camera is not a custom camera, the Render Image Size and Pixel Aspect Ratio values are not imported.