The
following is a list of known limitations for this version of the 3ds Max FBX Plug-in:
The 3ds Max FBX Plug-in does not support environmental
texture maps (Environ option).
Memory issues can occur when you use
scenes with an excessively large polygon count. If you have these
problems, keep the scene minimal by avoiding an excessive polygon
count.
The 3ds Max FBX Plug-in does not retain amount
values for Standard material map channels, such as Diffuse and Specular
level when exporting. The FBX format saves none of these values
and sets all channels to a value of 100 on import. The 3ds Max FBX Plug-in reads
the glossiness and specularity amounts from shader basic parameters
and not from the Maps rollout in the Material editor. The Bump map
channel amount is retained.
The 3ds Max FBX Plug-in does not export Morph
information with Patch geometry.
The 3ds Max FBX Plug-in does not export 3ds Max
Lock information from Ambient and Diffuse channels. If you define
a texture in the Ambient channel when you import an FBX file into
3ds Max, the Ambient, and Diffuse channels become unlocked. To preserve
the channels’ locked state you must lock them after you import the
scene.
The plug-in converts Target Direct lights
to Spotlights.
In non-Revit to 3ds Max workflows: The
plug-in does not support Skylights (and their targets). Instead
the plug-in converts them to null objects. The plug in also converts
mr Lights to Standard lights (for example, an mr Area Omni light
becomes a Standard Omni light) and Photometric lights become Standard
lights (where they lose any Photometric-specific values).
A limitation exists where objects exported
with the FBX format remain in the last state shown in the Viewport.
The plug-in exports any vertex animation on an object in its current
PRS coordinates. For example, if you export a cylinder with a 100-frame
animated Bend modifier at frame 50, the scene shows the cylinder
at a 50-percent bend. To accommodate this limitation, position your
Time slider at the point in the animation you want to export. To
retain the entire animation, create a selection set for animated
objects. Then, activate the Include > Animation > Point Cache File(s)
option in the 3ds Max FBX Exporter window.
When you enable Shapes and NURBS curves
in the Viewport, the Shapes export as editable meshes, and the NURBS
curves export as NURBS surfaces. For example, if you had a circle
shape enabled in the Viewport, the circle would become capped on
export.
For improved interoperability, keyframe
animation set on controllers with TCB interpolation or tangent slopes
set to Fast, Slow, or User resamples systematically.