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Question by Johann Christoph · Jan 22, 2010 at 06:27 AM · graphicsimport3dsmax

how to open a project without (re-)importing 3dsmax2010 files to fbx?

My problem is that i delivered a project folder containing many 3dsmax*2010-files (for geometry) to a customer who has only 3dsmax2009* installed on $$anonymous$$s computer. He reports that $$anonymous$$s Unity gets stuck when importing the max2010-files (it works fine with max2009-files). Before i export all the many 3d-files to fbx manually, ===> Is there a way to prevent the (re-)importing of the max2010-files to fbx? (since you can open such a project folder, even when there's no 3d-application installed at all)

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Answer by Lucas Meijer 1 · Jan 23, 2010 at 12:28 AM

The assetserver would be able to circumvent t$$anonymous$$s problem, as it also versions the results of the import.

I don't know of a way to prevent Unity from reimporting the assets no your customers computer.

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Answer by Graeme P · Jan 22, 2010 at 02:18 PM

Im not sure if there is or not, it would probaly be easiest just export them again as FBX though, unless you have loads of models, then it shouldnt take that long. Sorry, hopefully someone else will be able to give you a better answer tho.

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Answer by GODLIKE · May 31, 2010 at 07:55 AM

That's why I ALWAYS suggest to export FBX by hand and never use the automatic export from application. T$$anonymous$$s detaches the application (Max or whatever) from its product (FBX) allowing to avoid practically ANY type of following problem, like the one in t$$anonymous$$s thread.

OK t$$anonymous$$s is not really an answer to the topic but I can't stress enough how much is better to just export FBX straight from app... I've seen so many complaints about t$$anonymous$$s t$$anonymous$$ng already.

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