Batch Export/Import

30 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, nif.

General features

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

Import features

  • Create file layers. Create a layer for every file and add the file contents to it.
  • Rename to file name. Rename all objects to the filename_1
  • Attach in file. Attach all objects from the same file together
  • Group in file. Group all objects from the same file

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.
  • FBX export options. Use the FBX Preset option under the advanced section.

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

The new version now has a installer. Just run the .mzp file to install the script.

Version Requirement: 
josbalcaen_batch_exporter_importer.mzp79.79 KB


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X-Night's picture

problems with import .max file

Hi, I have a big problem: with 3ds max 2013 and this script, when I try to import a .max file, 3ds max 2013 give me this error: File Open Falied... anyone know the solution?

(I put here the file that I want to open)

Sorry for my bad English, I'm Italian.

247.max 201.78 KB
brainsgonedead's picture


Hi, was wondering could you modify your script so that it can export to Lumion at all pls? I am looking for a script that doesn't open the FBX window but exports using the right options (such as no triangulation etc) but I would like to be able to edit the script to include/exclude options on the export.

Any help would be appreciated, it truly would.

Thank You for any reply :)

joma's picture


works perfect

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

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


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



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


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

jos's picture

Thanks, will update!

Thanks, will update!

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