You can export your work from Mudbox and quickly import it into Maya, 3ds Max or Softimage using [Autodesk product]. exports from Mudbox using the Autodesk® FBX® file format. See also Export using FBX.
Note
- [Autodesk product] refers to Maya, 3ds Max and Softimage, unless otherwise specified.
- You can find similar options for exporting to Mudbox in Maya, 3ds Max, and Softimage. For more information, refer to the Maya,
3ds Max or Softimage Help. The option is not compatible with versions of Mudbox earlier than Mudbox 2011.
- FBX files exported from Maya 2011 are not compatible with Mudbox versions earlier than Mudbox 2011 unless an earlier FBX
version is specified in the FBX export options.
- You must have an equivalent version of the other Autodesk product for the Send to options to be available in the menu (for example Maya 2012 with Mudbox 2012.)
To export to Maya, 3ds Max, or Softimage
- Select [Autodesk product], then select the export sub-option you want:
-
Sends only selected objects to the other application. (If nothing is selected, Mudbox sends the entire scene.)
-
Adds or updates paint or sculpt layers to an object in the other application.
-
Updates only the textures of an object in the other application.
-
Adds a selected object to an existing scene in the other application.
NoteYou can also select the option to open a
Send Preferences window, which lets you set how you want any existing paint and sculpt layers handled in the export operation.
Depending on which option you select, Mudbox launches your other Autodesk product and imports the file. If your other product
is already running, a prompt asks whether to save your scene before importing the Mudbox file. If your other product does
not launch, see Troubleshoot file import and export.
Note (Linux) A known limitation exists for on Linux systems. If you have ever run Maya as a root user, the option starts Maya, but will not load the exported mesh. This occurs because the temporary directory used by the process
is set with root user privileges. To work around this limitation, execute the command rm /tmp/commandportDefault to remove the existing temporary directory, then send the file to Maya again.