Batch Export/Import

16 votes
Version: 
v04.04
Date Updated: 
05/17/2016
Author Name: 
Jos Balcaen

This is a free script, for non commercial use.

This is the perfect script to transfer your models from 3ds Max to ZBrush/Unity/UDK/...
Basically it batch exports objects to multiple files.
Supported formats : max, obj, fbx, 3ds, ase, dwf, dwg, dxf, dae.

General features

  • Very easy to use script
  • All options are saved.This means all checkboxes, text fields will remember your change.

Export features

  • Reset geometry. Apply the boxmethod to every object (reset transformation etc.). Optionally move the pivot to the origin.
  • Delete turbosmooth. Delete the TurboSmooth modifier before exporting.
  • Move to [0,0,0]. Move objects to the origin before exporting
  • Rotate the objects before exporting (to fix rotation problems)
  • Scale the objects before exporting (to fix scale issues)
  • Name change. Add prefix and/or postfix to the name of the objects before exporting.
  • Combine collision mesh. Mesh with the same name and the given prefix/postifx will be exported together (ex. UCX_).
  • Combine LOD's. Meshes with the given prefix/postfix will be exported to the same file. For example _LOD* (* means numbering) for unity.
  • Group support. Objects in a group are automatically exported to the same file. If the Collapse groups option is enabled, the group will be collapsed to one mesh.

So no need for an export scene. You can check the options and everything will be perfectly exported.
After exporting the scene will be restored.

This script has been updated several times by user requests.
If you have any remarks, requests or feedback, feel free to contact me.

 

Additional Info: 

How to install

You can easily run the script by dragging it in 3ds Max. If this doesn’t work, choose MAXScript -> Run Script…

Create button

If you want a button in 3ds max, you need to create one yourself. Here are the steps:

    • Save the script to a location. (Example C:\Program Files\Autodesk\3ds Max 2013\scripts\)
    • Open the MAXScript editor (MAXScript -> MAXScript Editor…) and create a new script (File -> New)
    • Copy paste the following code:

 

 

macroScript JosBatchExporterImporter
category:"Custom"
tooltip:"Export/Import multiple objects/files v04"
buttonText:"EXP/IMP"
(
srchDir = getDir #scripts
scripts = getFiles (srchDir + "\\JosBalcaen_Batch_Exporter_Importer.mse")
 
if scripts.count != 0 then(
sort scripts
latest = scripts[scripts.count]
fileIn latest
)
)

  • Change the path to the location where you saved the file
  • Run the code (Tools -> Evaluate All) .
  • Don’t worry, nothing should’ve happen.
  • Go to Customize -> Customize User Interface
  • go to the ToolBar tab and choose as group “Main UI” and Category “Custom”.
  • Drag Export/Import multiple objects/files v04 somewhere on the Main Toolbar to create a button
Version Requirement: 
2011/2012/2013/2014/2015
AttachmentSize
josbalcaen_batch_exporter_importer.mse58.67 KB

Comments

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joma's picture

solved

works perfect
thanks!!

jos's picture

Delete ini file

Please delete C:\Users\jos\AppData\Roaming\Maxscript\BatchExportImportOptions.ini
Let me know if it's still happening after that

seher3d's picture

Error running script

Hello, I'm running Max2016 and was able to get your script to running perfectly the first time (thanks!). But when I try to run it again I get a syntax error and it wont run the import, just export and info. Below is the error...

--Syntax error: at .., expected
-- In line:
#("C:\\Users\\ and the rest here is the path to the extracted folder and contents....

any help would be greatly appreciated! Hopefully not bugging you with a super simplistic fix...I reset max, reextracted my folder, nothing seems to work.

Thanks again.

joma's picture

error in 3d max

when I use script appear a Maxscript rollout handler exception. I tried to replace the script but the same error appears. Can you help with this? thanks

AttachmentSize
1.jpg 62.83 KB
joma's picture

Thanks for answer. I'll wait

Thanks for answer. I'll wait the update

jos's picture

It's currently not behaving

It's currently not behaving as expected in your scenario, however I should update the code to include multiple meshes and fix my lod export as well.
The only way I found it working currently is by naming your object from 0 (box_1_0, box_1_1 etc). If you name your objects this way and only select the 0 objects they get picked up. so not ideal. Sorry about the bug. I'll put in on the list and fix it when I do a pass! Thanks

joma's picture

EXPORT by NAME

I have mutiple submeshes from the same object, with names:

1_1
1_2
1_3

2_1
2_2
2_3...

Is it possible to export meshes combining by prefix?
I get

1
2...

I see an option for combine, but I don't know how to use it
thanks

jos's picture

Thanks, will update!

Thanks, will update!

jos's picture

Still needed

Hi,

Do you still need this? If so, contact me directly and we'll work something out :)

allroundpeter's picture

3ds file sequences import to one scene in 3ds max 2012

Hi,

we search a script for 3dsmax 2012 x32 which can import a lot of 3ds or obj files in one scene/timeline in 3dsmax.
We have a special program, calls ONYXBamboo which can create a growth 3d animation but they can export the growth animation only as numbered file sequence!
So we try many import batches and loader from this forum but nothing works and put the numbered files step by step in the timeline from 3dsmax.
So is this usually possible or not?
We will pay or donate for a working script!
Attached the last file from a 300 frame sequence.

Many thanks for a fast answer.
Best regards from Germany!
Peter

AttachmentSize
b_0300.3ds 751.92 KB

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