ScriptSpot

Script

Batch Export/Import

By jos · Credited author: Jos Balcaen · 2011-11-16

Version
v04.12
Version requirement
2011/2012/2013/2014/2015/2016/2017
Date updated
2017-11-23
Votes
32
Description

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.

Attachments

Tags: script, export, import, macroscript, maxscript, batch exporter, obj exporter, multiple files, geometry reset, batch importer

Comments (119)

feitianw · 2024-12-12

abc??

feitianw · 2024-12-12

abc??

feitianw · 2024-12-12

abc??

A bug, and a request!

Luos_83 · 2021-12-28

Hey Jos! Hope you are doing fine!
Last time I posted here you were still at Guerilla, awesome to see you are --according to your CV-- now kicking it in London :)

Don't think I saw your name in the credits of RDR2 though... now I have a reason to go through it again :p

anyways, I come here for two things.
1. FBX files export with the temp-dummy.
Not sure if it's my super-fast computer or 3dsmax 2020/2021/2022 being.. well.. themselves. But occasionally when exporting meshes it also exports the temporary dummy you are using to store the original location of the mesh while it's being moved to 0/0/0 into the FBX file.

I can solve this by pushing my CPU usage up to 60+ %, or restarting 3dsmax and hoping for the best.

2. When exporting meshes as FBX, and they contain sockets (SOCKET_) that are parented to the mesh, they will export along properly, though they maintain their original location, instead of moving with the exported mesh to their relative location.

example: mesh is at 100/100/0, SOCKET_ is at 90/90/90
on export, the mesh will be moved to 0/0/0 but the SOCKET_ stays at 90/90/90.
so while it gets exported, its location is incorrect.

alright, that's it for now.
I cant believe I have been using this tool for close to 15 years now.
What a ride its been :)

Take care!
Yoeri/Luos

Edit: I also --just-- noticed that for a SOCKET_ to export properly, the static mesh needs to be parented to the socket, instead of the socket being parented to the static mesh.
This causes issues with UE4/UE5 as you can only use one socket that way.
Im sure this is an oversight.

Cannot import

zMizouz · 2020-09-14

Me import attach 2 object is error , please fixed

Attachments

Grade! Useful Script!

Aniow · 2020-09-12

Thanks. This script it's necessary for good workflow! :)

No "Smoothing Groups" option

hypersapien · 2020-09-01

(Script v04.12, Max2020)
A word of caution to anyone using this script- Of the various controls and toggles in the export settings of this script, the "Smoothing Groups" toggle which is present in the native 3Ds Max FBX exporter is missing. There is a mysterious "Export Options" toggle, but it doesn't seem to do anything whether its on or off.

To control whether you are exporting your smoothing group data or not, it seems to use which ever setting you last used with the native exporter.

It took me months of trouble shooting to figure out why my UE4 scene was having problematic light bakes, turned out it was because I wasn't saving out my smoothing group data when I used this plugin to export my assets out.

Save option

Kitsune · 2020-06-11

I feel like this has been already abandoned but, just in case...
Could you please make an option to avoid saving before exporting? It's pretty annoying to save every single time that you need to export. Even more conidering that everytime it does it, the whole undo/redo history also disappears. Sometimes scenes are pretty big and you need to constantly export, fix, export, fix... if you need to wait for the whole scene to save it takes too much time. So I think a setting so turn on and off autosave on export could help users to choose wether they want to save or take the risk and just export.

I have also noticed a small bug, when you use "Export options" the export options dialog doesn't really commes up on export. This option works fine on Import, just not on Export.

Thanks.

todor · 2019-11-17

Cool Script! Thank you

Script update

arch3d · 2019-09-14

jos any chances for Max 2020 version?

importing

teknomancer2008@live.co.uk · 2019-06-17

sometimes I need to see the entire directory structure that my files are coming from. the ability to increase the size of the screen would be useful, please.

Thanks

mickeplt · 2019-06-04

Awesome script!

no icon

mitviz · 2019-06-01

hi, why is there no icon for this in the toolbar when i drag and drop it in the toolbars? i tried to add a custom icon but it wont stick, any suggestions?

Importing .s3d files

deepelements · 2019-04-04

Hey guys I have some old files i need to import into max but i only have the .s3d file. I've tried all the online importers, blender, maya with no luck. Anyone know how I cant make a max script to import them? I think the files were .ase before they were converted to .s3d. I use to have an importer for max but that old machine died and i lost the script.

thanks in advance

auto scale

hippiearchitect · 2019-02-12

i have loads of models all in different units. so when i run the merge script they all come in at different scales. would it be possible to build in a correction for this?

Nif option for export not available?

BidetPower · 2018-12-31

Hello Jos!

This tool will save me a lot of time in converting objs to nifs, but for some reason nif isn't showing up in the dropdown.

Could you help me out?

only 2 import options

suam · 2018-11-09

Hi is there only import options? obj and fbx?

i tried stl. and i do get the options dialog. but it only aplies to the first object in the list. the rest gets imported with default settings.

why dossent it apply the settings selected in every import?
its seems like a bug.

How to Contact You?

Teriander · 2018-11-01

Jos, your website appears to be down and the email in the script is no longer valid because of this. How can I contact you?

Hi

jos · 2018-11-02

Yes my website is down and the hosting company doesn't respond to anything. In the meantime you can contact me on josmaxscript at gmail .com

*.max

dub73 · 2018-10-12

is it possible to import max files ? does not work in max 2019

*.max

dub73 · 2018-10-12

is it possible to import max files ? does not work in max 2019

.

Haider of Sweden · 2019-11-14

I am missing a culture here at ScriptSpot.
There are so many great minds around here, providing tons of support and help in the help- and suggest forums. Yet, in the script pages, like this one, it is mainly quiet.

What I would like to see is that coders could feel welcome to provide code in here for suggestions like the one from @Artemcg.
Why?
In case the original coder doesn't have the solution ready or if they don't have the time, they could just verify and copy-paste.

I feel there is a lot sharing-is-caring mentality here, and thank you all the developers for that. But I would like to see it in those pages as well, where people come up with ideas and suggestions.
I am writing this because I just sent email to the developer, and minutes after I see this idea which I never thought of, but know that I also would like to see.

Don't let good ideas go in vain :)

Sweet!

Smallpoly · 2018-02-20

Perfect! Just got a large set of FBX files from a client and this brought them all in at once. :D

Feature Request

Eurisko40k · 2018-02-06

Hi, I really love this script, I use it a lot! Thanks!

I am working with 3dsMax and Unity, when I have to export something to Unity, I need to manually rotate Pivot Point 90º in X to get the same result in Unity. Could you please add this option in the exporter config. I can actually rotate the model before the export, but I just need to rotate the pivot point of the object.

Thanks!

Runtime Error

Glaedr · 2018-01-30

great work, thank you very much!

Unfortunately, I have the problem that I get the export error message: "Runtime Error: Attempt to accsess deleted object" displayed. Can somebody help me here?

Thank You!

Attachments

suggestion: Groups support for Export

harumscarum · 2017-11-22

Please add Groups support, so Groups doesn't collapse to a single mesh in exported files when using 'Objects to Files' export mode

jos · 2017-11-23

Turning off the option "Collapse Groups" in the export options should do this. Cheers, Jos

great script

harumscarum · 2017-11-22

great tool! thank you very much

would it be possible to add an option to create simple *.txt file on *.max file export which contains the list of the layers, dimensions, and polygon/vertices count (with Turbosmooth off):

- Scene objects are organized by layers:
LayerName
LayerName
LayerName
LayerName

- 17 x 16 x 5 meters
- 189.937 polygons
- 186.780 vertices

Script to run export process

toku2288 · 2017-11-18

Hi, I really dig this exporter but it would be nice if there was a script which runs the exporter without having to open the UI. I tried making a macroscript with exporter.mse and hotkeying it but it still opens the UI.

If possible please make a script which runs the export process with the saved settings, so I can select a bunch of objects and press a button so it exports. It would save a lot of time when iterating with the meshes in engine to test lighting, thanks!

jos · 2017-11-23

Thats a good idea, should be easy. I'll have a look tomorrow!
Done - Added to version 4.12. Please uninstall and install the script again to list the additional macro script

toku2288 · 2017-11-29

Thanks Jos, Much appreciated!Keep up the good work

Grid alignment on import

mawilbolou · 2017-07-04

It would be a cool addition to the script to align each imported object to the grid.
The script does seem to space the objects out fairly well, but placing them on a grid would be great

Attachments

#Feature Request

asymptote · 2017-06-18

The ability to save the entire selection as a single FBX and an option to set a custom name for the afore mentioned FBX :)

jos · 2017-11-23

What would be different from the default export selected option in max that you have in mind?

error

Netti · 2017-02-25

how to solve this error?
cant import. after i tried it a few times.. export works..

Attachments

jos · 2017-03-09

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

Help needed for not grouping imported objects from a single max

Boct · 2017-02-07

Thank you for your valuable work.
In some cases of max files from Evermotion
during import the scripts breaks the max files to several objects which are not grouped.

I have to regroup everything in order to export to obj in a single file.

For example: The initial max file is a table with some books and some glasses on the top.
When I import I get all the objects seperated.

Even if I choose the layer method the objects are not grouped in one file.

Any help would really be usefully to fully utilize this beautiful tool.

jos · 2017-02-07

Uploaded a new version with the attach option fixed and a new option to group the imported objects by file. This should fix your problems!

Export Layers to Files

Monkey_griff · 2017-02-06

Hi Jos ,

Not sure if this suppose to be like this or not but I tested the 'export layers to files' and noticed that it will export all objects in the scene in every Fbx file..

The file names match the layer naming fine, but whats in the files doesnt match the layers. (I added screenshot)

Cheers

Attachments

jos · 2017-02-07

Thanks for letting me know! Uploaded a fix!

funkybunnies · 2017-01-23

Hi Jos! great script, I've been using it for a while! Just wanted to point out that I noticed in the latest update the macroscript isn't pointing to the same folder that the mzp is creating! quick fix though :)

local run_file = (getDir #userScripts) + "/batchexporterimporter/run.mse"

Updated

jos · 2017-01-23

Thanks for the info, updated the mzp file!

Batch Export layers not working

laughing_bun · 2017-04-07

Hey I know you mentioned you fixed the layer issue several times but It is still exporting multiple fbx's. Is the version of your tool on this site correct? the tool is .06 when downloaded but it says .08 on this site. Great tool btw the layer export would be a huge help for me. Cheers

Adding additinoal file support?

Simonvinder · 2017-01-11

Hej Jos, I'd very much like to add support for additional file formats, or at least try. I'm making rather large sets of assets in 3DS, so it would be a real timesaver. But I can't really edit it when it's an MSE.

Currently would like to add it to support something called a .NIF . Any chances you would let me do this?

New version

jos · 2017-01-18

Added nif extention to the new version!

Import to new layer?

malewca · 2016-09-30

Hi Jos, this is a great script, works beautifully for me. I was just wondering if there was a way of importing each FBX onto its own layer, using the filename as a layer name? Something like the screenshot? That would be unbelievably helpful.

Attachments

New version

jos · 2017-01-18

Sorry for the late reply, this has been added to the new version. This has not been thoroughly tested. Would be great if you give it a go!

thank you

ruebenad · 2016-09-16

This was a great time saving script....I just spend an extra 20 mins patting my cat!

How many files can it handle?

mayiaba · 2016-08-18

Dear Jos,

I am trying to use your script and I have come up with the following 2 issues:
1. I have to erase.ini file every time I use the script, and I intend to use it a lot. Is there a way to stop it from generating this file so that I don't have to erase it and restart Max every time?

2. Although I can choose a big amount of files to import, it doesn't actually do it. I am trying to import 350 small .FBX files. Does the script have an upper limit?

Thank you,
M.

jos · 2016-08-25

1. This is not the first I hear this, but I haven't been able to figure out what the problem is. Would you be able to attach your ini file so I can try it?

2. I don't know of any limit. Can you try with a smaller amount? If the problem persist I can have a look.

Hope we can fix these issues!

Uploaded new version

jos · 2016-08-27

Hi, I've uploaded a new version that fixes a crash with the ini file. Please delete the ini file and try this new version. There was a bug when there were too many import paths in the list. Fixed now! Let me know if you still have problems

problems with import .max file

X-Night · 2016-08-18

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.

Attachments

jos · 2016-08-25

Doesn't look like a valid max file. How was this created?

Lumion

brainsgonedead · 2016-08-09

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 :)

Error running script

seher3d · 2016-06-09

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.

Delete ini file

jos · 2016-06-11

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

solved

joma · 2016-06-11

works perfect
thanks!!

error in 3d max

joma · 2016-05-29

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

Attachments

joma · 2016-05-27

Thanks for answer. I'll wait the update

EXPORT by NAME

joma · 2016-05-26

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 · 2016-05-26

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

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

allroundpeter · 2016-01-06

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

Attachments

Still needed

jos · 2016-05-25

Hi,

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

Thank you +1

3dwannab · 2015-10-01

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

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
			)
)

jos · 2016-05-25

Thanks, will update!

each imported file to its own layer

rachka · 2015-07-01

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!

Reset max session before import

Vipera · 2015-06-22

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

Bug or problem

Dekoy · 2015-05-13

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?

mxdsa · 2015-03-11

Great tool. Thank you!

Import OBJ Name

verticalslicer · 2015-02-10

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 · 2015-03-17

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

groups

mxdsa · 2015-01-22

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 · 2015-01-22

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 · 2015-01-22

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

jos · 2015-01-22

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

jpjapers · 2014-12-10

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?
Thanks

jos · 2014-12-24

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.

Rename object on import

TheHenk · 2014-10-28

Hi,
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?

jos · 2014-12-24

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 ;)

nesting

joma · 2014-10-23

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

fbx export settings?

mdko · 2014-08-27

Heya,

Great script, but I have a problem. When I manually export a model to Unreal engine 4, I set FBX to use the 2013 version, set the units to centimeters, etc. And this gives me a correctly scaled model in UE4.

But when I use your script, only the first object (that gives the FBX dialog) gets the correct scale in UE4. The rest of the objects all have their scale set incorrectly.

Am I correct in assuming the script saves the settings of your first FBX dialog, then uses that for all remaining exports? Because if that is the case, this function does not seem to work properly at this moment.

Thanks for your hard work,
Mdko

I'll fix it

jos · 2014-08-28

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..

Cheers,
Jos

mdko · 2014-08-31

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

Very helped!

Nik · 2014-04-08

Thank you very much!
Great script

Used export into separate files

Lod support

Luos_83 · 2014-01-23

Goedendag Jos,

I have been using your tool since it first came out, I've practically grown up with it, so from bottom of my heart, thank you for this tool!

I got a few requests, which might be a looooong shot, but I know the whole Unity community would love you for this.

There is this thing in Unity Pro where you can import Level Of Detail meshes together and they will automatically assign the proper Lods to the main mesh.

Basically if a mesh ends with _LOD0 (Meshname_LOD0 for instance) in its name and the second with _LOD1, third with _LOD3 if exported together as one file Unity will see it as one mesh with the LODS applied to it.

Would there be a chance you could add a feature that looks at the end of a mesh name and if it is _LOD0 it will look for _LOD1, _LOD2, etc and combine them in one exported file.
(So i can batch export 100's of files instead of one group of 3 each time)

Because sadly for now, the batch exporter only increased workflow a little bit.

(already suggested to Unity to also combine them if they are separate files, but obviously I am ignored)

There are also two other things Unity does wrong with .FBX (its main import file)
1. It resizes all .fbx to 0.01 times the original size.
For this an option to resize meshes on export would be great!
2. I need to rotate the pivot 90 degrees on the X axis (so Y axis is upwards) of all my meshes before exporting as .fbx because for some reason Unity ignores this option in the .fbx export options.

I hope this is clear, my dutch has always been better than my english!
Cheers and take care!

Edit: a coder friend got the _LOD part working on your script actually, If you care I am allowed to share it with you!

New version

jos · 2014-02-12

Rewrote the whole script. Added some new features like LOD support, scaling and rotating. Should be what you want..
Cheers

thanks!

Luos_83 · 2014-02-18

Ooh thanks, had some troubles with my wrists so took me a while to reply!
Will try this asap!

edit: works like a charm for me!
Will let the great Unity community know about this tool.

you rock like a baksteen!

also funny that in your script it says:
"export objects with a given prefix together. UCX_ for udk for example (user request by Edward Duke-Cox)"

Whom I talked to on a regular basis back in the UT days.
just got totally sentimental :)

problem

climus · 2014-01-13

After exporting the model names disappear. Model name in Russian

Attachments

jos · 2014-01-16

Can you send me a sample scene so I reproduce the problem? I'm rewriting the whole script now..

Import BIP files

Nes · 2013-02-20

Hi,
Do you think it's possible to add the option of importing BIP files?

In my work I need to convert a lot of csm files to bvh format. The only batch export that I found for now is from csm to BIP format using Character Studio. Now I’m looking for a batch export from many BIP files to fbx then I have to do another batch export using another tool in order to obtain the bvh format!
It’s weird that 3ds max is able to import but not export bvh format!

I will appreciate any proposition or help.
Thank you in advance.

Anvile · 2013-02-14

hey, i don't need the pivot move script anymore, but i was wondering if you're still planning on adding group support?

groeten :)

jos · 2013-02-14

I've planned it on march. I'll rewrite the whole script then.
groeten terug!

Anvile · 2013-02-12

oh sorry, didn't see that in the screenshot :)

Anvile · 2013-02-12

Ah, this script is almost exactly what i need, would it be possible to add a function that moves the objects to 0,0,0 XYZ, then moves them back to original position on export? And maybe a function that moves pivots to the lowest vertex of the model?

jos · 2013-02-12

Just check "move objects to [0,0,0]". For moving the pivot to the lowest vertex you should search another script. If you can't find it, just request this at scriptspot.

groups

mxdsa · 2013-01-23

It would be nice if the scripts could export each selected group as a new file.
Thank you

jos · 2013-01-24

I had implemented group support in my working version, but I've lost it damnit. Planning to rewrite this script.

UDK Support

edukecox · 2012-11-20

New version with UDK support works a dream! This a great script now for batch exporting large numbers of modular meshes, with collision intact, in one MAX scene out to seperate FBX files with a single click. Massive timesaver. Will definitely recommend this to anyone wanting a Batch Export for UDK in future.

Import/export

cgtiger · 2012-11-16

Hi Jos, I emailed you before, I had mentiond to Jos to have Groups supported in the .max Save option, Hopefully Jos will look into this for us.

I think what Jos has created is one of my favorite Time saver scripts of well ALL TIME. It's excellent.
I recommend to anyone to use this script, and help Jos refine it further.
I'm sure there are niggles here and there that can be improved upon, but WELL DONE.

Some - Idea about file formats selection

TitusLVR · 2012-07-30

Hello Jos!

You wrote nice script but i have some idea to improve it.
So
Here is the problem:
I have 3 different *dae formats, and in sorce code of the script i can add only one file format.
http://i.imgur.com/602uS.jpg

And as solution, it will be better if you add build-in 3dsmax file format selector.
http://i.imgur.com/I8eUN.jpg

Many thanks!

jos · 2012-08-17

sorry for the late reply (on holiday). I have seen that your problem is solved?

TitusLVR · 2012-08-21

Hi! Nope :) my problem is not solved (

jos · 2012-11-20

I've not seen an option to do this with maxscript. If anyone knows how to do this, please contact me.

very fine script

sedus69 · 2012-03-30

Excellent script, But is it possible to export as a MAX file ? I need to organize/deconstruct many scene, and to save every single object into separate file.
Can you add a "Max" format export?
because reposition 0.0.0 is great.
collapse is great.
But can't find a way to export to MAX file every single object. Execpt the manual way to do it (export, save selected) witch will take forever.
thanks

added option

jos · 2012-03-30

You can now export as .max

Thanks

sedus69 · 2012-03-30

It works perfectly, You made me gain so many time.

Just a thing, it seems that exported file or a little bit bigger then the original.
No big deal, I just try to export 2 teapots and 4 different cubes (no clone). Original file is 76Ko, but every "exported" item is 168 ko.

Anyway, thank a lot.

ManyObjects just one export file?

roamn · 2012-02-27

And another thing, i have for example 10 objects in selection (i do not want to merge them into one object in max), when i hit export, it creates 10 (3ds for example) files... But i just want 1 3ds file which will contain all thise 10 objects...

Is this possible with your exporter? Because as it seems, it isnt :-(...?

in max : export selected

jos · 2012-03-21

dont understand why you need a script for what you want to do.
just go to export->export selected in max

Cannor render

roamn · 2012-02-26

As it seems, i cannot render fles using this script. Simply because i do not see the render options there... :-). Im using max 2009 64 bit, could this be the problem?

render options from render setup dialog in max

jos · 2012-03-21

My script should use the rendersettings in the render setup dialog in max itself.
working on a multimaxfile script specific for this.
sorry for this late answer. I just see your comment right now.
for fast reply, feel free to contact me.

Great script!

TheBat · 2012-02-21

Great script indeed!

I've been using your script for some other time now, and it works quite good!

If you're still working a new versions, it would be nice if you could add a few more options:

In the export: Reset position (aka move object to 0,0,0)

And it would be nice if you could set 1 "import options" for all your models, and 1 "export options" for all your models, so you don't have to do every object separately.

Thanks a lot for your time!

added option

jos · 2012-03-21

not yet for multiple max files

harumscarum · 2012-02-15

great script, but would be great add "Group" option for Import
i mean every imported file will be grouped in new file so it will be possible to separate it then

great idea!

jos · 2012-03-21

thats a great idea! I will add this soon.
thanx for feedback

DAE (Collada)

Nacon · 2012-02-02

I'd be happier if it could export in DAE (Collada) as well. It would be a huge plus for "Second Life" content creators.

However, they only accept Autodesk's FBX 2011.3.1 Collada DAE than any other Collada exports.

PS:EDIT______________________________________________________________
If you edit the script for yourself, you can find list of format in the drop-down menu section, it's all you had to do was add comma and with choice of format you need inside quotations.   Thanks for the great batch script!

Side note: I can confirm it works in 2010 version as well.

foxkid · 2011-11-23

very fine script. thanks. but maybe add button 'render to...' & "render as..." ?

добавить бы...

foxkid · 2011-11-22

замечательный скрипт!!! добавить бы еще одну функцию- сохранение редера в конкретную папку , а то если не стоит в файле сцены сохранение, то картинка просчитывается но не сохраняется, или в крайнем случае кнопку паузу сделать - чтоб вручную сохранять

спасибо