I use the AutoDesk plugin for both 3dsmax8 and 2010 and both don't import (properly).
The errors I'm having isn't because I keep using OpenCollada.
So it isn't that easy.
Like I said, if it still won't import properly you still need to use the node switch. Here's a tutorial:
(If you aren't getting an exception when you import, and instead simply can't see your model in the preview, it's very likely you just need to zoom out a lot. The scale can be a little messed up for Max -> Collada.)
Right click any of the images and copy the image location or hit view image to zoom in.
Things you'll need:
3ds Max 7 or higher (Those with 3ds Max 7 or 8 can find the link to the autodesk collada exporter in the opening post) and Notepad++
1. Open your model up in 3ds Max - any version 7 or higher should work - and collapse any modifiers you have by converting it to an editable mesh. Next make a skeleton (even just one bone is fine) and use the skin modifier to attach it to the bone(s). It must be the skin modifer, physique is not supported and they're practically the same tool anyway.
2. Export your model as the Autodesk Collada format. (COLLADA is the Feeling Collada format. If you use this instead you can still node switch it fine, but the Y and the Z axis will be switched around resulting in your model being rotated strangely. As mentioned previously OpenCollada doesn't import smoothly 90% of the time.)
3. Export the model with these settings. As stated by BlackJax96, it must be triangulated, a single matrix, with
skins and deformations checked. Since Brawl uses the Y-up coordinate system set this accordingly.
NOTE: Animation should actually be unchecked. I figured it didn't matter, but for some reason on one model it didn't allow me to import because of this. The picture is wrong in that regard!
4. Next we're going to do the node switch fix. Open up your DAE in Notepad++ (you can download it for free if you don't have it), as regular notepad is far too difficult to work with for this step.
5. Scroll to the bottom and you will find the <library visual scenes> section. Depending on how many bones you have, this section can be very long, but as long as your mesh is only one object you shouldn't have much trouble doing the next step.
6. Put the <node> [model] </node> section underneath the <node> [bone/joint] </node> section. In this case my model is named Box01, so I moved that section underneath the bone section.
7. Save the edited DAE and import it into BrawlBox. To do this, open up BrawlBox and go to file and create a new BRRES. Right click the newly created file and go to import model. Browse for your model and right click and preview it after it is imported. Due to 3ds max's scale, it's pretty likely you'll have to zoom out quite a bit. Hold shift and use the mouse wheel to zoom out faster.
And there you have it!