Export daz to .FBX (3ds Max 2018 and Maya 2018)
![barocchiignacio](https://secure.gravatar.com/avatar/b93579407b762a41c84fa4b207149db4?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fb93579407b762a41c84fa4b207149db4_100.png)
Hello! I want to export a scene that contains 18 genesis 3 characters to 3dsmax 2018. I'm not using face morphs, I only did body poses in every character.
The problem is that the file contains too much information for 3ds max (it crashes bc it uses 100% of the 16GB RAM). Is there any way to optimize that? Can I just keep the mesh of the bodies without the bones? (im not going to animate in 3dsmax).
Thank u!
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/5c/92768464d7c6e3739ffca1c29ab636.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/5c/92768464d7c6e3739ffca1c29ab636.png)
uso de memoria ram.png
936 x 366 - 20K
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ca/c0f7a90862bd7e7c9fdfa176c62039.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ca/c0f7a90862bd7e7c9fdfa176c62039.png)
subir muestra.png
646 x 439 - 390K
Comments
If you are not going to animate you could try OBJ, using the option to prepend the node name to the group names to keep each easily selectable.