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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mxdsa's picture

Oh, that is cool. Thanks for

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

jos's picture

Do you have the latest

Do you have the latest version and did you checked collapse groups? That should export the objects in the group to the same file..

mxdsa's picture


it seems to export each object within the group, not the group itself, which is a problem for exporting multiple furniture pieces.
Thank you, though.

jos's picture

I haven't tested this on Max

I haven't tested this on Max design. If I have time I'll install the trial and give it a go. It could be that one of the options in the options file are set incorrectly;
Have a look in this file C:\Users\jos\AppData\Roaming\Maxscript\BatchExportImportOptions.ini
Let me know by mail if that doesn't work. I can try to send mine over.

jos's picture

Yes this can be done. I'll

Yes this can be done. I'll put it on the list and will look at it probably after the Holidays. If you remind me by mail, I'll tend to do it quicker ;)

jpjapers's picture

Hi, whatever way i run this i

Hi, whatever way i run this i get the error "Unable to convert: "" to type: Boolean Class"
Im on max design 2014.
Any ideas how to fix this?

TheHenk's picture

Rename object on import

I´m trying to use your script to import multiple .dae´s (hundreds). It works very well except that each .dae contains one mesh with the same name so it overwrites the previous mesh for each import so in the end I still end up with only one mesh. I would like the script to rename each mesh on import with a suffix (like name01.. name02.. etc). Can that be done?

joma's picture


Somebody know if it's posible whith this plugin or another put each mesh in diferent positions in a 2D plane? Like a nesting, Several meshes whitout collisions. Thanks

mdko's picture

yes, I'm exporting from the

yes, I'm exporting from the same scene. I could test it with admin rights, I'll let you know if it works.

jos's picture

I'll fix it

Thanks for reporting!
I'll have a look this weekend.

-- edit --
I just had a look; On my pc, the settings get saved in the dialog.
There is no code on my side that saves fbx settings, I just show the options dialog the first time. The next object gets exported with the same settings automatically by max.
Are you exporting from the same scene? Can you test if you run 3ds max with administration rights?

I could manually save all settings from the dialog that are exposed, but seems overkill as max does it for you..


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