Camera support
 
 
 

The following tables indicate how both 3ds Max and the FBX file format treat cameras.

Camera export

The following table lists 3ds Max cameras and how the FBX file format treats them on export:

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.
NoteThe Up Vector animation is plotted on the Roll FCurve. If not animated, the plug-in always exports it as (0,1,0). Camera Scale is not supported. Environment Planes are also not supported.

Custom camera export

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.

NoteMake sure your custom camera is the current camera in the scene when exporting to FBX for the correct transport of the camera Render resolution/PixelAspectRatio.

Camera import

The following lists how 3ds Max treats MotionBuilder cameras on import:

In FBX Becomes in 3ds Max
Free Camera Free camera.
Camera (With a look-at Target/Interest) Target camera.
Orthographic Camera Orthographic camera
NoteSince the Near and Far plane values for cameras in MotionBuilder are constant, you cannot animate the 3ds Max channel.

Custom camera import

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.