2008

information is lost. If the controller is not a key controller, only the object's
transformation at frame 0 is saved.
Basic material color/parameters from the Standard material.
Single maps with their amount, offsets, scales, etc.
Auto-cubics and Mirrors.
Target cameras, target spotlights and omni lights.
Most "static" parameters for cameras and lights, and animation tracks for
Roll, Falloff, Hotspot, and FOV.
When you export a 3DS file, the following information is not exported:
Composite and procedural maps.
Grouped object transformations. There's no concept of group hierarchy
in the 3D Editor. Groups export to the Keyframer because the Keyframer
understands hierarchies.
Global shadow parameters.
When you export a 3DS file, the following occur:
All non-mesh geometry, such as procedural primitives and patches, is
collapsed to meshes before export.
Objects are exported as they exist on the frame 3ds Max displays at export
time.
If you want to output morph targets, go to each frame and export the
target to a different file name.
Meshes are saved with edge display information and smoothing groups.
3ds Max instances are saved as Keyframe instances.
Modifier and morph animation is frozen at the current frame, collapsed,
and exported as a simple mesh.
3D Studio Mesh (3DS, PRJ) Files | 6973