Glossary
3DS is the 3D Studio R4 mesh-file format and PRJ is the 3D Studio R4 (for DOS) project-file format. You can import both these types of files into the software, as well as DXF and SHP files. You can export 3DS files and DXF files.
When you import a 3DS file, you get the following:
Subtractive transparency is converted to "Filter" transparency, and the filter color is set equal to the diffuse color.
All map channels that are enabled. Map channels that are turned off in the .3ds file do not import.
All map parameters, including UV transforms, Negative, Mirror, and Rotation. Some Map Parameters such as Blur, Luma, and RGB and Alpha work much differently. These values are converted to new values that produce a similar effect.
When materials with both Texture 1 and Texture 2 are imported, a composite texture is created and added to the Standard material's Diffuse channel.
The following rules determine what is exported to the 3DS format:
Position, Rotation, and Scale animation. If the controller is a TCB controller, the TCB, Ease In, and Ease Out values are also saved. If the controller is any other type of key controller, the keys are saved but the tangent information is lost. If the controller is not a key controller, only the object's transformation at frame 0 is saved.
UV mapping coordinates can be exported.
UV mapping coordinates are exported if the toggle Preserve MAX's Texture Coordinates is turned on in the Export Scene to .3DS File dialog. See Exporting to 3DS.
A vertex in a 3DS file can have only one texture coordinate. If a vertex in the Autodesk VIZ file has multiple mapping coordinates, it is split into multiple 3DS vertices on export, to preserve the mapping.
Grouped object transformations don't export to the 3D Editor because there's no concept of group hierarchy in the 3D Editor. Groups do export to the Keyframer because the Keyframer understands hierarchies.
Most "static" parameters for cameras and lights, and animation tracks for Roll, Falloff, Hotspot, and FOV are exported. Global shadow parameters are not exported.
All non-mesh geometry, such as procedural primitives and patches, are collapsed to meshes before export.
Objects are exported as they exist on the frame that displays at export time.
Meshes are saved with edge display information and smoothing groups.