i agree with Michael. it's working really well (and no time needed to set it up really, so it's definitely worth it).
one thing to keep in mind:
when you have non-animated geometry it will still bake the 'animation' of all objects in your scene. this will make the process take fairly long with long shots. in such a case we export the animated camera and in a second step the geo for only one frame (you can set wich frames to export in the dialog window).

cheers,
Holger


Howard Jones wrote:
Thanks we were trying that today, but ran out of time to set it up.
Good to know that should work

Howard

On 30 Nov 2012, at 19:28, michael vorberg <[email protected]> wrote:

best result and workflow i got always with the "nuke'em" script

http://www.creativecrash.com/3dsmax/downloads/applications/3d-converters/c/nuke-em

Am 30.11.2012 20:13, schrieb Howard Jones:
Actually we have been getting different results from the same scene but just 
exporting twice. Ie it's being inconsistent. Has any one had this issue before 
and know why?

This is fbx 2010 binary. Should this work or do we need a plugin/script?

Cheers
Howard

On 30 Nov 2012, at 16:31, Howard Jones <[email protected]> wrote:

Hi

We have a camera exported from max to nuke but the orientation is getting 
rotated. Any one know what option in max is causing this. Z/y up isn't helping.
Thanks

Howard_______________________________________________
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--
Holger Hummel  -  [email protected]

Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
phone +49 (0)30 / 54 735 220  -  [email protected]

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