You can export a file with many kinds of formats by [Menu > File > Save As] and it can be rendered in other software. However, some information may be lost because the file format does not support all features. Please check how it works beforehand.
ok | Mostly no problem |
---|---|
not good | Usable, but many parts are incomplete. |
NG | Not available |
- | The format does not support function. |
? | Unconfirmed |
When a file is saved in the form excluding the original form of MQO/MQOZ, the following dialog is shown and you can adjust the size and the direction of an axis. (More options are added at the right side in several formats.)
This is an original file format of Metasequoia, and supports all functions.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | ok | ok | ok | ok | ok | ok | ok |
It is a file format before Ver4.6.x.
It is divided into two files, the main file (.mqo) and plug-in information (.mqx). (.mqx is export only when using a plug-in.)
Plural objects are composed to one object.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | -(*1) | - | - | - | - | - | - | - |
(*1)A polygon(>=5) is divided into triangles.
It is available with LWO2 form supported in LightWave3D 6.0 and later and LWOB form also supported in LightWave3D 5.x.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph | |
---|---|---|---|---|---|---|---|---|---|---|
LWOB | ok | ok | ok | not good (*1) | ok | NG(?) | - | - | - | - |
LWO2 | ok | ok | ok | NG | ok | ok | ok | ok | - | - |
(*1)It is only supported to export smoothing angle.
This format is used in not 3ds Max but 3D Studio for MS-DOS. The other format is recommended to transfer data to 3ds Max because this format is very old, has many limitations and is less compatible with 3ds Max.
Export is discontinued in case the number of vertices or that of faces exceeds 65535.
When the object name exceeds 9 letters, the material name 15 letters, and the texture file name 12 letters (including an extension), it cannot normally be read in other software.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | -(*1) | -(*1) | NG | ok | ok? | ok | NG | - | - |
(*1) A quadrangle or a polygon(>=5) is divided into triangles.
It is saved as the text form (ASCII) introduced in DirectX 2.
The plural objects are composed to one object.
UV coordinates and vertex colors are assigned to each vertex in a .X file. If different UV coordinates or vertex colors are assigned to each vertex sharing the same face, the number of vertices to be exported will increase when you select 'ON' in the check of [UV mapping] or [Vertex color].
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | ok | ok | ok(*1) | ok | ok | NG | - |
(*1) It saves the file name only without pass (file name) in texture.
The plural objects are composed to one object.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | ok | ok(*1) | ok(*1) | ok | - | - | - |
(*1) Materials are saved as a material library in a .mtl with the same filename and the different extension. Please notice the following points concerning texture when you export material library.
A file based on the COLLADA 1.4 specification is exported.
Some external software cannot load the .dae file when same file name, object's name or material's name exists.
It is equipped as a plug-in and complete source code is included in Plug-in SDK.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | ok | ok | ok | ok | NG | NG | NG |
Weights for vertices or edges are outputted when OpenSubdiv is applied.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | ok | ok | ok | ok(*1) | ok | ok | ok(*2) |
(*1) Multiple UV channels are supported.
(*2) Only vertex position is supported.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | ok | ok | - | - | - | - | ok | - | - |
It outputs a binary format of a STL file.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | -(*1) | -(*1) | ok | - | - | - | - | - | - |
(*1)A quadrangle or a polygon(>=5) is divided into triangles.
In the PMD file, one vertex can only have one normal information. If multiple surfaces with different orientations share a vertex, a vertex is replicated when export. Therefore, the number of vertices increases in the PMD files.
It is not possible to export the number of vertices is more than 65535.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | -(*1) | -(*1) | ok | ok | ok | ok | - | ok | ok(*2) |
(*1)A quadrangle or a polygon(>=5) is divided into triangles.
(*2) Only vertex position is supported.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | - | - | - | ok | ok | ok | ok | - | - |
It is supported only to export as glTF2.0 binary(.glb).
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | -(*1) | -(*1) | ok | ok | ok | ok(*2) | ok | ok | ok(*3) |
(*1) A quadrangle or a polygon(>=5) is divided into triangles.
(*2) Multiple UV channels are supported.
(*3) The standard specification supports only the position and normal of the vertex. It also supports the output of UV coordinates and vertex colors, but some apps and services may treat this as non-standard and as an error.
VRM is defined as an extension to glTF 2.0, and it is a file format for handling humanoid 3D avatar data for VR applications. Both VRM 1.0 standard and 0.x are supported.
The material is assumed to be assigned a VRM, glTF or Constant shader.
Please change meta information other than [Model name] and [Model version] in the [Bone] command.
Triangle | Quadrangle | Polygon | Normal | Material (Color) |
Mapping | UV | Vertex color | Bone | Morph |
---|---|---|---|---|---|---|---|---|---|
ok | -(*1) | -(*1) | ok | ok | ok | ok(*2) | ok | ok | ok(*3) |
(*1) A quadrangle or a polygon(>=5) is divided into triangles.
(*2) Multiple UV channels are supported.
(*3) The standard specification supports only the position and normal of the vertex. It also supports the output of UV coordinates and vertex colors, but some apps and services may treat this as non-standard and as an error.