Car export problem

First of all, I want to warn that I am using google translator to write to them, since I do not speak English.
From the problem that I will detail below I will leave some captures of images.
I bought in renderosity a car with bones and morphs (morphs are supposed to make doors move glass and other things like that). In Daz Studio it looks very nice, but the problems appear when exporting it to 3ds Max.
What happens is that I have a car that when exported from Daz Studio, not only loses its bones and morphs, but also the materials become opaque.
I have tried different export configurations from Daz to various softwares, be it with fbx, obj, dae, among many others, and with all of them it is almost the same.
The only exception so far has been using Daz's diffeomorphic bridge to Blender. But although it has Blender it arrives almost perfect (it only loses the morphs), but once in Blender when exporting it in any other format, the same thing happens as if it were exported from Daz.
What I need is for it to reach 3ds Max in an acceptable way. And the only thing left for me to try is the Dimension3D script (whose link is now down).
At first I thought it was a 3ds max problem until I tried the same thing exported in Maya, Blender and other programs (including Carrara and Hexagon). What's more, the same exported file if I open it in Daz will look just as bad as in other programs. So the problem here is not Daz, nor the other softwares, but rather the export formats. As I mentioned before, when blender opens for example the fbx, it will look as bad as in the other programs. But if blender opens the DUF by means of diffeomorphic, this does not happen.
The funny thing is that I have had better results exporting more complex models. I don't know if anyone else knows of any other way.
I hope you can help me (either from Daz to 3ds max or from blender to 3ds max).
Regards.


Comments
Material settings will almost always need to be reworked in the destination application.
But in Blender with the diffeomorphic it gets pretty good.
Yes, because that is a plug-in/script written specifically to take content from DS to Blender so it is written to at least try to set up matching materials - the various file formats are, however, more generic.
If you could send from blender to 3ds max without resorting to generic formats it would be ideal.
Even if it was through a paid asset.