The following tables indicate how both 3ds Max and the FBX file format treat cameras.
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. |
When the 3ds Max FBX plug-in exports cameras, the exporter sets the Render Output Size and Pixel Aspect Ratio for all cameras based on the current Render Setup dialog settings. If no user-created cameras exist, the render Output Size and Pixel Aspect Ratio values are not exported.
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 | Camera with an Orthographic setting. |
When the 3ds Max FBX plug-in imports Maya and 3ds Max cameras, the Render Output Size and Pixel Aspect Ratio applied to the scene is set by the current camera in the FBX file. That is, the Render Output Size and Pixel Aspect Ratio from additional cameras are ignored. If the current camera is not a user-created camera, the Render Output Size and Pixel Aspect Ratio values are not imported.