This is a handy script if you want to transfer your models from one 3d-package to another.

Category: Free work
Downloadable: Free

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.

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.

How to install

You can easily run the script by dragging it in 3ds Max. If this doesn’t work, choose MAXScript -> Run Script…

The script now comes with an installer, everything should be clear.

This script has been updated several times by user requests.
If you have any remarks, requests or feedback, feel free to contact me.

More information on scriptspot. Download:Download


StoCazzo · November 1, 2021 at 3:06 pm

Wonderful Script. I love it! It would be even better if it had also a remove material check box.

Jon Ogilvy · October 30, 2020 at 4:32 pm

Hi Jos,

I have just come across your import-export script which looks brilliant.

Is there any way to add an alembic (.abc) option in the format part?

Many thanks in advance

Chinmay · August 3, 2020 at 4:45 pm

I am getting an error… unknown property “attach” in $ the object names… I am trying to export groups to max files.. please help!

Nakhun NaLampang · March 25, 2020 at 5:52 am

can Batch export/import .vrscene

Hsu Pyae Naung · January 18, 2020 at 4:38 am

Is there a way to batch convert .max files in sub folders, and export them into their respective folder itself?

Quy · December 19, 2019 at 1:16 pm

Great work .
I want to use this script for my work at company . How to contact to you , this email not exist .

cedric · April 30, 2019 at 10:57 am

Works fine on 2019. Thanx!

Mateo · April 3, 2019 at 12:55 am

I just wanted to say thank you Jos, this script is really useful!!
Still amazes me that max or maya, with their thousand of euros price tags, can’t import/export more than one obj at once. It’s kind of embarrasing

Kjeld Pedersen · August 7, 2018 at 11:47 pm

Any chances of having this for maya?
Thanks in advance!

Alex · August 6, 2018 at 7:59 am

Having the same problem as Jason below, can’t export multiple collisions at once. If all the collisions have the same name it only exports one, if I use unreal numbering of UCX_x_01, UCX_x_02, etc. then it doesn’t export them at all. 🙁

Ximo Catala · May 14, 2018 at 12:48 pm

Just to thank you for sharing this script. Saved me hours of work and so far it’s working just great!
Keep up the good work and all the best!!!

    Carlos Mario Bernal · May 24, 2018 at 10:00 pm

    hi, Does the script works in max 2019? thanks in advance

      Jos · May 24, 2018 at 11:35 pm

      Haven’t tried, but I don’t see why not 🙂

Jamie · April 17, 2018 at 10:26 pm

Absolutely awesome script! We use our own custom game engine as well, so tools like this really help streamline the workflow from max -> game engine.

But I would really like to make a suggestion that I think would fit right in… it would be to add an option to batch export out with rotation HARD SET to (0, 0, 0), so that my individual object files are all properly oriented and zeroed out on the export.

An example would be if I made an asset that contained a bunch of sub assets (for ex: a metal sphere with a bunch of bolt models oriented to the outer surface), I might decide I want to export the bolts as their own separate asset… currently, if I exported one of those bolts, it would export with its current rotation and it would be all offset when I tried to use it again in a later project. That requires the extra step of having to re-orient one of the bolts to 0,0,0 rotation before exporting, in order to be able to be a placeable asset later on…

So basically, would LOVE to see something just like “move objects to (0,0,0)”, except “rotate objects to (0,0,0)” 🙂

Thanks again for the great work,
– Jamie

John Kearney · March 10, 2018 at 7:39 am

Hi Jos,

I simply wanted to leave you a message to say thank you for providing your batch import/export script. It’s saving me many hours of work and I sincerely appreciate it.

All the best for the future,

Flow · December 11, 2017 at 12:49 am

Thank you, Jos! Amazing work and support!

Humdinger · November 10, 2017 at 4:26 pm

Hi, does this support 3ds Max 2009? When dragging into Max or choosing the “Run Script…” I always get this error message:
–Compile error: Undeclared variable: this

This script looks amazing, hope I can get it to work, thanks for any advice!

    Jos · March 12, 2018 at 8:30 pm

    I’m afraid the script doesn’t work on Max 2009

Son · November 8, 2017 at 8:02 pm

I Get this error all the time when export
Using 3ds max 2017 with Batch export/import version 11

– Runtime error: Attempt to access deleted scene object

    Jos · November 9, 2017 at 11:58 pm

    Hi, would be great if you could provide me with a test scene to test!

Marius · September 5, 2017 at 1:40 pm

Hi Jos,
Can you please tell me what are the settings for exporting to Unity? Because I tried everything out (or I think I did) and I can’t figure out the right combination of settings. I get either -90,0,0 on rotation or 0,0,0 and mesh turned 90 degree. Thank you!

Tekken57 · August 24, 2017 at 6:53 pm

Thank you very much for this script, it makes life so much easier.

FerrousTarkus · August 17, 2017 at 2:15 pm

Thanks a lot for this awesome plugin, it works perfectly, its well designed and its very useful. <3

Stuart Joseph · June 10, 2017 at 3:45 am

Hello, This script seems like it will do wonders for me in import times, however, I cannot find it… Where can I use it after it’s installed?

    Jos · June 11, 2017 at 10:45 am

    Please run the installer (mzp) and read the installation instructions. There’s info on how to create a button in the installation dialog.

      Soma Cruz · October 20, 2017 at 2:24 am

      I did as installation says, but can’t find in Toolbar your script “Batch Exporter Importer” there no such thing

        Jos · October 20, 2017 at 10:04 pm

        Hi, you’ll have to restart for max to pick up the new macro. I’ll look into making this better so it’s immediately listed. – Edit, I’ve uploaded a new version that will list the macro immediately when installing the script.

Sven · May 22, 2017 at 1:19 pm

He Jos,
amazing work you did!
I’m currently converting max scenes to fbx. On some scenes I got an error and therefore the batch exports stops. If I load the scene manually into max and export as fbx, it works.
I found out that its caused by the “Reset geometry” option. Unfortunatly I need that because otherwise objects will have wrong rotation values.
This is the error message:
— Runtime error: Attempt to access deleted scene object
Here is the max file:

Would be amazing if you could take a look at this. Thank you very much.

    Jos · May 22, 2017 at 10:20 pm

    Looks like my license expired. I’m currently downloading the 2018 trial. If that works I’ll have a look at your scene. Thanks for the info!

    Jos · May 24, 2017 at 10:54 pm

    Hi Sven, just tried with your test scene and it works fine with the settings I have. Could you share the settings you’re using? These are my settings:

      Sven · May 28, 2017 at 8:05 pm

      Thanks for the answer. I checked with your settings and it only works when using the single export. When I try to export that same file via batch, it will give the error.

        Jos · May 28, 2017 at 10:00 pm

        Hi, just submitted a fix for you issue. Please download the new version 4.09

          Sven · May 28, 2017 at 10:50 pm

          Wow, that was fast! Thank you very much!

BoboMoio · April 26, 2017 at 12:46 am

Sorry for my noob question, I’m kinda newbie to Unreal and just found this script. This script can export an entire scene of separate meshes in 3ds max to Unreal, at the proper positions where all the models are in my scene in 3ds max and with pivots placed where I placed them in max, am I right?

I have a scene of 2000 objects (a house actually, made in Max 2017). So, can I use this script to transfer the whole scene with working pivots and positions and etc. in Unreal??

Ashutosh parida · February 25, 2017 at 5:16 am

Hi. Jos. i just appreciate for this nice script.. i am using this some times. but i am facing a issue.. while importing multiple files in Inches… it dont works.. Lets say if i am importing 3 files in a row.. i set Inches in the units to be be imported…but after import..i found only 1st file is in inches and other ware imprted in Meters format.. can it be solved…

    Jos · February 25, 2017 at 10:37 am

    Yes, you need to use the FBX presets for that.
    – Create a new fbx preset and save it somewhere on disk
    – Select this preset in the advanced options in my script
    This will apply the preset options to all exported objects.

      ashutosh parida · June 15, 2017 at 11:45 am

      thank u jos ..for the replay. But i want to import files into 3ds max ..i dont do any export thing so please advise me any tip to import multiple DWG files into 3ds max in INCHES format. I am still facing the the issue . i had to do the importing manually. in inches every time. Hope there is some solve.
      Thank u in advance Jos.

Damian · December 19, 2016 at 4:47 pm

Hello. The script is very time saving ! But is there any way to add “Import Grouped”. The script could name every imported file like max file is or folder where imported file is :).

    Jos · February 25, 2017 at 10:38 am

    I recently updated the script with this option included. Let me know if this works for you!

Ren DT · July 14, 2016 at 6:18 am

I don’t know why 3DsMax haven’t caught up to a simple script like this one.
Thank you so much, all this time I have had to export multiple objects singularly.
This is going to save me a TON of time, again thank you.

3DsMax 2016

    Chris · January 26, 2017 at 5:53 am

    Funny though as I’m trying to find something faster than, but end up having to use this to export, but Batch Loader by Anubis for Importing…being asked for every file is annoying.

    Which Jos & Anubis combined files…Anubis’s File is 4 years old and is way better.

      Jos · February 8, 2017 at 10:33 pm

      Hi Chris,
      I uploaded a new version with a bunch of fixes. Can you try again and send me your feedback? Let me know if there are any options that are not working as expected or missing.

Slavi Hristozov · July 6, 2016 at 3:30 pm

Hi Jos.
Incredible script. Only if it works the second time I open it. I am using MAX 2016.

So I cleaned the folder in user/../maxscript.
Then I got the following message:
|MAXScript FileIn Exception|
–Unable to convert: **to type BooleanClass

How can I fix it?

Thank you

    Slavi Hristozov · July 6, 2016 at 3:48 pm

    When I restarted MAX the script worked. No trouble.
    Thou there is a suggestion for improvement.
    Would be nice if after the import the objects retain the name.

    Thank you

Lev · May 17, 2016 at 11:19 am

I found a bug. I you have a “:” in the name of your object, than you get empty files, with cut off names. Maybe not even a script bug. Just wanted to let you know!
Apart from that, thanks for the script. Wanted to write it on my own, but why should I do this, when it already exists. 😀

charles · May 16, 2016 at 3:02 pm

hi jos ! thanks for the script.
the question has been asked before. but i can’t see how you do to achieve a perfect export to unity. i always end up with a -90 somewhere. how do you achieve it ? i have seen that it may be caused to the reset Xform applied “before” the transformation. are you planning on update the script ?


    Jos · May 18, 2016 at 12:40 am

    I’ve updated the script to include an option to reset the object after the transformations. Please download the updated version and let me know if you encounter any problems!

jared · May 8, 2016 at 2:16 pm

Hey Jos,

I keep getting a runtime error when I try to use the button…it says when I evaluate the line of where the file is located

— Error occurred in anonymous codeblock; filename: ; position: 237; line: 6
— Runtime error: fileIn: can’t open file – “C:\Program Files\Autodesk\3ds Max 2015\scripts\JosBalcaen_Batch_Exporter_Importer_Run.mse”

not sure what to do

dong · May 8, 2016 at 11:56 am

Thank you very much, it is REALLY USEFUL to me!!

TC · May 6, 2016 at 12:17 am

Nice! Any plans on adding resource collection? Also batch converting all max files in a specified folder /subfolders?

gibbon · April 20, 2016 at 10:25 am

Hi Jos,
Thanks a lot for exporter, good job !
I use your script since 1 month and I have many folder in scroll menu.

How can I clean this ? I have not find where stored information…


    Jos · April 20, 2016 at 11:12 am

    There should be a limit of 10 items..
    The items are saved in C:\Users\jos.balcaen\AppData\Roaming\Maxscript\BatchExportImportOptions.ini

      gibbon · April 20, 2016 at 3:26 pm

      Yes! Fast Reply, thanks a lot

triff · March 9, 2016 at 5:22 pm

Hi Jos,

First up, thanks for the script – one of those you never knew you needed and then suddenly it’s a massive time saver 🙂

One feature suggestion that would fit my current workflow really nicely would be to import/merge to layers named after the source filenames. Other than that, nothing to add! Great work.


Jason · March 2, 2016 at 6:14 pm

Hey Jos!

Just wanted to say thank you for creating this incredibly handy plugin, this has been saving me so much time batch exporting! I do have a bug that I can’t seem to find the solution to:

Exporting multiple UCX (collision) for one mesh does not seem to be working. It doesn’t seem to like the UCX_meshname_00, UCX_meshname_01 naming structure. If I export a single UCX collision with my mesh (rg. UCX_meshname) without the number at the end, it works.

Any chance I’m doing something wrong? Do I need to group up my mesh and collision?

Thanks for your help Jos!

Maarten · January 26, 2016 at 1:29 pm

Hey Jos,

Awesome script ! 🙂

I am trying some scripting myself atm, could you please tell me how you did the
Import/Merge/Replace radiobutton options in the import window of your script?
Are you accessing the dialog options of the import window when it is created using .NET (somewhat like this Or are you using another method.
I am strugling with this atm as I’m trying to batch import and want to set the import dialog radiobutton to the same options each time. Thank you very much


    Jos · January 26, 2016 at 1:45 pm

    Hi Maarten,

    Radio buttons are defined with this line:
    radioButtons rbtImportType labels:#("import","merge","replace") default:(_data.optionImportType.Value())
    I save the value to an ini file every time it changes. So at startup all the settings are read into the _data object.
    Let me know if you need more info.


nmoser · December 28, 2015 at 6:19 pm

Thank you very much.
How can I donnate something to support your project?

    Jos · December 29, 2015 at 9:17 am

    I’ve added a donate button to my contact page. Any help appreciated!

Jamie · December 22, 2015 at 11:36 pm

Hey, been using the script for a long time – Amazing time saver! I have one issue though, there is often a long delay when exporting from certain .max files – often ones that have had many iterations/changes over a long time.

I have tried:
merging into a clean max
cleaner script tools

any suggestions? thanks

    Jos · December 29, 2015 at 9:03 am

    Would you be able to share such a scene so I can have a look?

Jonatan nunes · December 1, 2015 at 7:07 pm

Guy. I love you, I love you so much!

Mats · October 22, 2015 at 9:55 am


Looks great. I am batch saving to an older version of 3ds Max. Is it possible to add “Max 2014” etc under export format?

Thanks // Mats

Fractal Core · May 15, 2015 at 12:09 am

I’m exporting as FBX in Max 2014 with FBX 2014. The rotate before export option seems to apply BEFORE resetting the transforms. So it effectively does nothing.

In Unity when you zero out the rotation on the imported object (Unity applies -90 x rotation automatically) it’s still on it’s side.

Is this how the exporter is intended to work?

Because if I rotate it on it’s side in Max then reset, then export. It imports into Unity fine (after zeroing x rotation). So if your exporter could do this (rotate THEN reset) it would work much better maybe.

    Jos · May 15, 2015 at 1:20 am

    Hi, the rotate happens after the reset (just double checked my code). I don’t have time to check in unity. Just to double check; Make sure you have the checkbox checked next to rotate. Does it work if you don’t do the reset? Cheers

      Fractal Core · May 15, 2015 at 1:31 am

      Yeah I tried lots of configurations, different rotation settings in the exporter, in max, before and after resetting transforms. I even tried with the FBX exporter option set to both Z up and Y Up, never seems to effect anything anyway.

      But you’re saying it does indeed rotate AFTER resetting. Isn’t this the problem. Maybe this is desirable for people using UDK, I’m not sure but for it to be useful for Unity, it just needs to rotate, then reset then export, then return to how it was in Max.

      Fractal Core · May 15, 2015 at 1:34 am

      Sorry I just realized I said before when I meant after, in the original message. That first line was confusing how I had it. It should read…

      “I’m exporting as FBX in Max 2014 with FBX 2014. The rotate option seems to apply AFTER resetting the transforms. So it effectively does nothing.”

      Fractal Core · May 15, 2015 at 8:27 am

      I’ve re-read what I’ve said and it might have looked like the problem went away. Just to be clear. There is still a problem.

      It needs to reset transforms after rotating. Or include an option to apply before or after.

Rick Gallatin · April 8, 2015 at 11:14 pm

Great Script It saves all kinds of time. I was wondering is there any that it will create a seperate group for each file selected to import. I got like 200 max files of car hoods that I want in one file.

    Jos · April 9, 2015 at 11:57 am

    There is no functionality implemented to do that atm, but it’s a good idea! Will have a look!

Pierrick · March 25, 2015 at 11:18 am

Hi !
Really nice script, considering we need to re-export all our animations and models with a new scale for Unity 5.

However, is there a way to export only the bones of a scene ? When exporting animations we don’t want the model to be included.

    Jos · March 25, 2015 at 11:31 am

    If you’re batch exporting multiple max file there is no option for it atm. If you export one scene at the time you can try to select the bones (group it) and do a export selected. I can add a object type export filter (if you purchase a commercial version)..

Artur · March 23, 2015 at 6:19 pm

Hi Jos

Thanks for the script it is very helpful.
I have a problem with it. I have group of objects. In this group, I have a lot of objects and also have several objects linked together in a hierarchy. For example: I have Object “Door” and object “Wing_Door”, objects “Wing_Door” is a child of the objects “Door”. When I export this group I created one fbx with all objects on the group without “Wing_Door” and one fbx with only “Wing_Door”. Can I export this group to one fbx? Could you fix it.

Sorry for my english.
Thank you in advance.
Regards, Artur

    Jos · March 24, 2015 at 12:31 am

    Hi Artur, I’ve updated the script with a fix for your problem. Let me know if the new version works! Cheers, Jos

Paul · March 20, 2015 at 4:11 pm

Hi Jos,

great script! Very useful and time saving 🙂

I have two suggestions:

-can you add a rename after/during import option for fbx files? When i have multiple fbx files and they contain objects with the same name, the objects with the same name will not import.

-Is it possible to add a rotate pivot 90 degrees option to the export options? When exporting files from 3ds max to Unity, I always need to rotate the pivot along the X-axis myself to have the rotation within Unity at 0,0,0 for all axes. This is due to the fact that Unity and 3ds max use a different coordinate system (y-up vs z-up )

I hope you can incorporate these features in the plug-in, it would save even more time me 🙂

Regards, Paul

dan · March 12, 2015 at 4:16 pm

Hey Jos,

Great script, Just curious on the groups function- In max 2014 It doesn’t seem to automatically save groups to one file unless I check ‘collapse groups’, but collapsing a group to a single mesh isn’t always ideal.

Thanks again for making this available!

    Jos · March 12, 2015 at 6:38 pm

    Can you try with closed and opened groups? One should work. I should add an option where you can ignore open groups or not (think it always ignores them). Let me know!

      dan · March 13, 2015 at 2:53 pm

      Hey Jos,

      tried your suggestion-
      Fresh scene, three spheres (two are grouped), no dialog options checked, saving to fbx

      If I ‘export all’ with open or closed groups I get 3 separate fbx files.

      With open group, if I select the three spheres, but not the group helper, and ‘export selection’, I just get one fbx file of the ungrouped sphere.

        Jos · March 14, 2015 at 6:22 pm

        Hi, thanks for the feedback. I investigated the issue and found the bug. I’m working on a fix!

          Kieron · March 17, 2015 at 4:08 am

          Hi joss, I just discovered this same problem,please let us know when the fix is updated 🙂

          Jos · March 17, 2015 at 11:50 pm

          Fixed it, just download the latest version! Let me know if you have any problems..

J · February 27, 2015 at 3:15 pm

Thank you so much, this is my lifesaver!

mash · February 14, 2015 at 10:33 pm

splines export .max …

Vasily · February 13, 2015 at 5:46 pm

Thanks alot! Great script! But I’ve got an issue with groups. The exporter just ignore them if “Collapse groups” is not checked, instead of merging objects in one file. Max 2015.

James · February 5, 2015 at 2:58 pm

Installed the script OK under Max 2015 but when I run it I get the following statement:

“– Runtime error:fileIn: can’t open file – “C:\Program Files\Autodesk\3ds Max 2015\scripts\josbalcaen_batch_exporter_importer.mse.”

    Jos · February 17, 2015 at 10:27 pm

    Hi, if you drag the script in max or run it via MAXScript – Run script, does it work?
    Can you double check if the file is at the printed path?

Dan · January 30, 2015 at 4:32 pm

Hey, I’ve just started using your script for unreal, and have noticed that if i export a batch of fbx it seems to change the scale of the exported meshes. If I change nothing and just export a single mesh, the mesh’s scale does not change ?

Am I doing anything wrong?


    Jos · February 17, 2015 at 10:03 pm

    Hi Dan, If you leave reset geometry checked it resets the scale of the object. So scale information will get lost. If you’ve previously exported those with scale, they will indeed change in the editor. I wouldn’t recommend exporting objects with scale applied to unreal. Let me know if you need more information! Jos

      Dan · February 18, 2015 at 11:35 am

      Hey thanks for the reply. reset scale is off, the only thing i have checked is zeroing the meshes. I made sure everything is set to 100% scale, and the x forms have been reset and I still get the problem when batching the export. It still works fine if I export the meshes individually.

jose · October 25, 2014 at 10:56 am

It’s possible import the meshes with a nesting distribution?. This mean import the objects without intersection o collision. ThanKs!

jose · October 20, 2014 at 9:29 pm

It`s fantastic! It`s posible when import meshes to do a automatic nesting? this is for not to put mesh over mesh. Thanks!!

david · October 8, 2014 at 3:23 pm

Thanks for the script! but when I try to import multiple OBJ files, I receive a dialogue with Import Name Conflict. Then have to hit the OK button for each entity.
Is there an option to automatically rename, or an ‘apply to all’ type of function during the import process?

Thanks again!

Andre · August 21, 2014 at 3:28 pm

Great work! Exactly what I needed.
Just one think could be improved. I was trying to import multiple .iam files from Inventor, everything works fine, but the import options works just on the first object select. For example, I selected 3 objects and set mesh resolution to 10, what happens is that just the first object receive this information. I was wondering if it is possible to fix it.


    Jos · February 17, 2015 at 10:14 pm

    Can you try to run 3ds max with administrator rights and try again? I have the feeling it only remembers the export settings if you’re running max with admin rights.. Let me know!

      Hamill · October 26, 2015 at 10:38 pm

      I´m having a similar problem, but in my case when importing Illustrator .ai files. I would like to import them as “Single Object” in “Shape Import” dialog of the Illustrator importer. It seams it only remember the option for the first file. I´m running max2015 as administrator.

      If you could have a look at this, you will save my life as I have to convert thousands of .ai files to dxf.

      When exporting, everything goes fine.

      Really, really nice plugin indeed. Congrats.

        Jos · October 27, 2015 at 8:13 pm

        Unfortunately I don’t have access to the import settings of the Adobe Illustrator importer. It’s probably just using the default. If you do it manually twice, does it saves the option the first time? I don’t have illustrator so can’t test. If you send me some files I’ll have a look. Cheers, Jos

          keddefar · January 26, 2016 at 10:04 pm

          Ran into the same issue – found out that if prompting is turned on MAX can remember your last choice of options – so wrote a really simple importer ( below ) and held down the enter key

          ais = getfiles “c:/temp/illu3/*.ai”

          for f in ais do
          importFile f

          Jos · January 26, 2016 at 10:14 pm

          That’s interesting, I might be able to simulate the enter press..

Luke · June 12, 2014 at 4:19 pm


Having some issues. I am using the script in 3ds max 2014 and each time I import several OBJ’s at the same time (with both the import or merge options), it tries to replace the whole scene and asks each time “The scene has been modified. Save changes?” for every new OBJ is attempted to be imported)

This results in no meshes at all being in the scene.

    Jos · February 17, 2015 at 10:22 pm

    That is really weird. I did some testing but could not reproduce. Do you also have this if you un-check “import options”?

Ballboy · June 12, 2014 at 3:51 pm

Thanks! Exactly what I was looking for.

Jacques · June 9, 2014 at 5:53 pm

I want to say, Great work on this script. Amazing Work.

Adriaan · April 15, 2014 at 11:54 am

this script would be powerful if you can have it import and export at the same time… ie.. .3ds to .max converter

LK · April 3, 2014 at 8:52 am

Hey thanks for the script! This is a huge time saver and works like a charm!

Julien Gobin · February 20, 2014 at 11:10 am


I got some issue when i try to export my scene due to some object named this way SOMETHING/1-“SOMETHING.

I can rename this objects :/ (names are used has id in project). It is possible to allow a better name override during export ? (like something_number_something) ?

(sorry for my bad english ^^’).

Bradless · January 24, 2014 at 3:27 am

Your script download link seems busted.

Should This —
Be This —

Or is this a different version?

    Jos · January 24, 2014 at 12:46 pm

    Fixed it. Btw, I’m working on an update!

Ant · August 30, 2012 at 12:25 pm

Thanks for the scriptI believe i used this before and did successfully batch a folder relatively easily. Anyway… just wanted to give you kudos for being generous enoug to share and also the neat point-cloud eyecandy in your site header. Maybe, when i become powerful one day… I’ll be sure to enlist your help–hehe. Again Thanks a lot!


    SH · October 2, 2020 at 9:10 am

    It would be great , if you could make it work for Vrayproxies (.vrmesh) ! THX Anyway .Great script.

Leave a Reply

Your email address will not be published. Required fields are marked *