A simple maxscript that batches layer export to .udatasmith for Unreal Engine and 3DS Max users.
Features includes (tested on Max 2020):
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Saves Datasmith files (both .udatasmith and associated asset folders) to a target location. You can open said folder to inspect the files directly.
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Automatically turns off scene exposure control prior to export, then back on after all export is completed (in order to skip extra post process volume if missed).
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Possible batch exports based on: layer selection, all scene layers, selection sets, and current selection. Objects that are hidden and layers/selection sets that contain no visible objects will be skipped.
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Exported files will have their file name changed to reflect the nested layer system within Max. For example, if you have a nested layer structure as "Building > Interior > Furniture", your udatasmith file will be named "Building_Interior_Furniture.udatasmith". The elongated layer hierarchy will not be displayed under Layer Selection section of the UI.
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Allows same option for exporting current frame and active time segment (animation time line will update interactively based on specified parameter) as the native Datasmith exporter for animation.
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Allows user to determine how Forest Pack objects are to be exported - either as Static Mesh or Bounding Box. To understand what setting suits your needs, please watch this video tutorial by iToo Software or click on the "?" in the UI.