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Inferno
November 13th, 2009, 04:39 PM
Is there a way to export every single mesh in a scene to a separate file.

For example...

A scene with:

mainstructure_01
mainstructure_02
mainstructure_03
lights_01
lights_02
garden_01

Would export too:

mainstructure_01.ase
mainstructure_02.ase
mainstructure_03.ase
lights_01.ase
lights_02.ase
garden_01.ase

Spending hours doing this manually is tedious as hell. :saddowns:

Thanks

mech
November 13th, 2009, 06:00 PM
Click the individual mesh and go to save selected as.

Inferno
November 13th, 2009, 06:43 PM
I just do "export selected".
But doing that for 50 or 60 meshes takes forever.

Maniac
November 13th, 2009, 08:35 PM
http://www.scriptspot.com/3ds-max/shockwave-3d-batch-export (http://www.scriptspot.com/3ds-max/keens-batch-exporter)
http://www.scriptspot.com/3ds-max/keens-batch-exporter

CtrlAltDestroy
November 14th, 2009, 12:44 AM
maxscript:


exportDir = getSavePath caption:"Export Directory" /** select export dir prompt **/
allObjects = $objects as array /** all scene objects in array **/
nonHiddenObjects = for o in allObjects where not o.isHidden collect o /** pick out only unhidden objects **/
for n in nonHiddenObjects do /** loop through every unhidden object **/
(
select n /** select object **/
local path = exportDir + "\\" + n.name + ".ASE" /** build filepath based on object name **/
exportFile path #noPrompt selectedOnly:true /** export **/
)

exports every unhidden object as a .ASE file to a specified directory.

Inferno
November 14th, 2009, 03:00 AM
maxscript:


exportDir = getSavePath caption:"Export Directory" /** select export dir prompt **/
allObjects = $objects as array /** all scene objects in array **/
nonHiddenObjects = for o in allObjects where not o.isHidden collect o /** pick out only unhidden objects **/
for n in nonHiddenObjects do /** loop through every unhidden object **/
(
select n /** select object **/
local path = exportDir + "\\" + n.name + ".ASE" /** build filepath based on object name **/
exportFile path #noPrompt selectedOnly:true /** export **/
)exports every unhidden object as a .ASE file to a specified directory.

<3 <3 <3 <3 <3

That makes my life so much easier.

neuro
November 14th, 2009, 03:58 AM
http://www.nijnka.com/hourences/tutorials/tutorialimages/ue3modeling/keen.zip


http://www.nijnka.com/hourences/tutorials/tutorialimages/ue3modeling/10.jpg

Be sure to enter an output directory, and "ase" as extension. The three other necessary options speak for themselves.

This script will automatically place all meshes on location 0, 0, 0 before exporting, and it will place all meshes back on their original location after the export. This way you can easily have dozens of meshes in the same Max file, and easily transform their own pivots into the ingame pivot.

It automatically names the ase files with the names the meshes had in the Max files.