Send files to Maya, 3ds Max, and Softimage

You can export your work from Mudbox and quickly import it into Maya, 3ds Max or Softimage using File > Send to [Autodesk product]. Send to exports from Mudbox using the Autodesk® FBX® file format. See also Export a Mudbox model using FBX.

The Send to options are designed support a common, iterative, round-tripping workflow that lets a production start with a scene in a content creation application (Maya, 3ds Max, or Softimage), export the content to Mudbox for added paint or sculpting detail, then merge back to the original scene.

In this workflow, you can continually refine content in Mudbox as needed. In particular, you can incorporate topology changes midstream in the sculpting or painting process, updating the active object in Mudbox when topology is modified in the content creation application (for example, to provide greater resolution in one specific area, or to support better deformation by the rig). See also Import topology changes.
Note:

To export to Maya, 3ds Max, or Softimage

  1. Select File > Send To [Autodesk product], then select the export sub-option you want:
    • Send Selected as New Scene

      Sends only selected objects to the other application. (If nothing is selected, Mudbox sends the entire scene.)

    • Update Current Scene

      Adds or updates paint or sculpt layers to an object in the other application.

    • Update Textures in Current Scene

      Updates all existing textures that are referenced in a Maya scene. This avoids you to rebuild new textures and include them in the default Maya project folder when you send back a scene from Mudbox to Maya.

    • Add Selected to Current Scene

      Adds a selected object to an existing scene in the other application.

    Note: You can also select the Preferences 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.

    Tip: To create UVs for your mesh in Maya or 3ds Max, make sure you export level 0. UVs can only be imported back to Mudbox on level 0.
    Note: (Linux) A known limitation exists for Send To Maya on Linux systems. If you have ever run Maya as a root user, the Send To Maya 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.

Related topics

File menu

Compatibility across products using FBX

Troubleshoot file import and export

FBX preferences