Batch Export/Import

14 votes
Date Updated: 
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
tooltip:"Export/Import multiple objects/files v04"
 fileIn @"C:\\JosBalcaen_Batch_Exporter_Importer.mse"

  • 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: 
josbalcaen_batch_exporter_importer.mse56.46 KB


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allroundpeter's picture

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


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!

b_0300.3ds 751.92 KB
3dwannab's picture

Thank you +1

This might be a simpler solution for install.mcr script.

macroScript JosBatchExporterImporter
tooltip:"Export/Import multiple objects/files v04"
			srchDir = GetDir #scripts
			scripts = getfiles (srchDir + "\\JosBalcaen_Batch_Exporter_Importer.mse")
			if scripts.count != 0 then(
				sort scripts
				latest = scripts[scripts.count]
				filein latest
rachka's picture

each imported file to its own layer

the script is great but it would be very handy if it has an option to put each imported file to its own layer (maybe with the name of the file itself) so as to be selected more easily afterwards. thank you!

Vipera's picture

Reset max session before import

Would be nice to have 'Reset max session' checkbox before each import.

Dekoy's picture

Bug or problem

Hi, I have a problem with exporting to FBX models for UnrealEngine. I have three models with different names that are the same model LOD. Now I group it together, doing a LOD set in 3dsmax and when I export it using your plug-in, unreal don't get it. It looks like three models in same position but without LOD. When I export it manually with same FBX setup everything works normally. Can you help me?

jos's picture

Hi, that is a great idea!

Hi, that is a great idea! I'll let you know when I've added it.

mxdsa's picture

Great tool. Thank you!

Great tool. Thank you!

verticalslicer's picture

Import OBJ Name

Great tool, thanks for making it! Feature request. An option to use OBJ file names as the imported mesh name. When ZBrush kicks out OBJ files, it doesn't write data to the file for a user-given object name, so you end up having to manually rename every single object once you have it imported into Max.

jos's picture

Don't remember exactly, but

Don't remember exactly, but can you try this with the group open? Maybe I decided to export that to multiple files. Cheers

mxdsa's picture

Oh, that is cool. Thanks for

Oh, that is cool. Thanks for the quick supply and neat script.

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