MultiExporter

Batch export & import for Autodesk 3ds Max

Batch exporter.
+ Batch importer.

Export models and import files or whole folders in FBX, OBJ, glTF/GLB and MAX. Organize assets by hierarchy or layer, then save each model’s export folder and preset in your scene for the next revision.

  • Bundled glTF components
  • Settings saved in your scene
  • Windows · 3ds Max
Real interface captured in 3ds Max 2027. Click any screenshot to explore it at full size.
Export + importFBX · OBJ · glTF/GLB · MAX
Per-model setupFolders, presets and transforms
Existing LODsRecognized and exported separately
Repeatable exportsAssignments stored in your scene

Bring assets in. Get deliverables out.

Less repeated setup.
More control over each asset.

Built for asset libraries, game environments and scenes with many separate models.

Batch export, your way

Group assets by hierarchy or layer. Export selected models, checked models or everything listed, with a separate output file for each asset.

Folders and presets per model

Give every asset its own destination and settings. Change one model or several selected models together.

Batch import files and folders

Drag in FBX, OBJ, glTF/GLB or MAX files and folders. Preview model and LOD names, then add assets organized as layers or hierarchies.

Recognize your LODs

Group names such as Building_LOD0 and Building_LOD1 under one model, then export each level separately. LOD meshes are recognized, not generated.

Keep the transforms you need

Choose which root position, rotation and scale to keep. Export temporarily stages the objects, then restores their scene state.

Check before you export

Catch missing folders, missing presets and conflicting output paths before writing a batch. Inspect warnings directly from the model list.

A batch importer, too

Bring a whole folder into your scene.

Import FBX, OBJ, glTF/GLB and MAX as new models. Preview the batch before importing and keep source folders and matching export presets for later.

  1. 01 / ADD

    Drop files or folders

    Drag files and folders into MultiExporter, or use Import Files. Bring multiple assets into 3ds Max in one batch.

  2. 02 / REVIEW

    Check model and LOD names

    Review the import preview. Existing model/LOD combinations are skipped. Imported files become layers or root hierarchies.

  3. 03 / REUSE

    Keep the export setup

    Enable “Store the source folder and a matching preset” to keep imported models configured for a later export.

Save your scene first: import cannot be undone in 3ds Max. It adds new models and skips existing model/LOD combinations; it does not replace or update existing assets.

The export workflow

Three steps. Ready for the next revision.

  1. 01 / ORGANIZE

    Choose your assets

    Switch between hierarchy and layer grouping. Filter the list and inspect the models and existing LOD levels.

  2. 02 / CONFIGURE

    Set folders and presets

    Assign an output folder, choose a format preset and decide which transforms to keep. Save the scene to retain the assignments.

  3. 03 / EXPORT

    Write the files you need

    Export selected, checked or all listed models. Return to the same scene after an edit and reuse the setup.

Inside MultiExporter

Your asset list. Your export settings.

Explore real screenshots of the working plugin.

Reusable presets for four formats

Start with a preset, adjust the export options and share presets with your team.

FBX · exchange assets
OBJ · geometry and MTL
glTF / GLB · bundled exporter
MAX · native scenes

glTF uses the included Khronos importer/exporter. No separate installation is required. Material support depends on the format; renderer-specific shaders and procedural maps may need conversion or baking. glTF tangent export is currently disabled.

Get MultiExporter

One-time purchase. Three license sizes.

The same batch export and import features in every license. Choose the activation limit that fits your work.

Team

$99

USD · one-time purchase

For one team. Activate on up to 5 machines.

Get Team

Studio

$249

USD · one-time purchase

For one studio. Unlimited activations within your studio.

Get Studio

Prices in USD. Taxes and local currency shown at checkout. Select Individual, Team or Studio on Gumroad.

Included in every license

  • Batch export and import: FBX, OBJ, glTF/GLB and MAX
  • Bundled Khronos glTF components
  • Reusable and shareable export presets
  • Installer and uninstaller
  • Offline getting-started guide — press F1
  • Direct support from the developer

Questions about team licensing? [email protected]

Before you start

Requirements

  • Windows with Autodesk 3ds Max.
  • Export workflows tested in 3ds Max 2024, 2026 and 2027.
  • Internet access for license activation and periodic verification.
  • The interface and included documentation are in English.

Other Max versions have not been confirmed in this test cycle. Contact support before buying for a different version.

Getting started

Install and activate

  1. Download and extract the complete ZIP from Gumroad.
  2. Close all running copies of 3ds Max and run INSTALL.cmd.
  3. Restart Max and open Multi Exporter from the main menu.
  4. Enter the license key from your Gumroad receipt. Press F1 for the guide.

No separate Khronos download is needed. Updates preserve saved presets and license data.

Questions, answered

Before your first batch

Do I need to install a separate glTF importer or exporter?

No. The download includes the free, open-source Khronos glTF importer/exporter. MultiExporter adds batch workflows, asset organization and reusable per-model export settings around these components. Third-party notices are included in the download.

Can I import a whole folder?

Yes. Drop files or folders into MultiExporter and review the model and LOD names before importing. FBX, OBJ, glTF/GLB and MAX are supported. You can retain source folders and matching export presets for later export.

Does it generate LOD meshes?

No. MultiExporter recognizes existing LOD naming, groups the levels and exports them as separate files. Create the LOD geometry before exporting.

Will every material look identical after export?

Material compatibility depends on the format and receiving application. Renderer-specific shaders and procedural textures may need conversion or baking. Keep OBJ/MTL textures and external glTF assets together. glTF tangent export is currently disabled, and Standard material opacity can be lost during glTF conversion. Native MAX files still need their external textures and relevant renderer plugins.

Where are my export settings saved?

Model folder and preset assignments are saved with the MAX scene. Preset definitions are stored separately; export and import them when sharing a setup with another artist.

Which license should I choose?

Individual is for one artist, with up to 2 machine activations. Team is for one team, with up to 5 machine activations. Studio covers one studio with unlimited activations. Every tier includes the same batch export and import features.

Can I use one license in multiple Max versions?

The activation limit belongs to your license tier, not to each Max version. Activation is shared by Max versions within the same Windows profile, so reopening Max or using another Max version there does not normally consume another activation. Separate Windows profiles or a rebuilt system may need an additional activation. Contact support to move an activation.

Does the plugin need to stay online?

Internet is required for initial activation and periodic Gumroad license checks. Verified licenses are checked when opening the tool after 7 days. If Gumroad cannot be reached, access continues for up to 14 days from the last successful check.

Can I undo a batch import?

Import cannot be undone in 3ds Max. Save your scene first. Import adds new model/LOD combinations and skips existing ones rather than replacing them.

Where can I get help?

Email [email protected] with your Max version, plugin version and a short description. Include a small reproduction scene if possible. Keep full license keys out of public screenshots.

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