Update, after couple of years i simplified this process with VERY simple solution.
Basically one button export, but you have to specify the path to the folder you currently working in,
since typically i work on same project for at least 5-6 hours its a minor inconvenience.
It uses the model(your mesh in 3ds max) name as a name for FBX, which means you have to keep track of
mesh names (which all pros do, and if you don’t, start right now, nobody likes Cube002, Sphere281).
It also adds object name to your clipboard so you can quickly name materials/etc after export.
Here is the code:
macroScript ExportSelectedFastv2
category:"Unity"
toolTip:""
(
--f = getSaveFileName caption:"Where to export:"
f = "F:\CommmercialProjects\mobamap\Assets\Models\\"
if f != undefined then
(
if (selection[1].name != null) do
(
local Clipboard = dotNetClass "Clipboard"
objname = selection[1].name
Clipboard.SetText selection[1].name
f = f + objname + ".fbx"
theClasses = exporterPlugin.classes
_Fbxdx = findItem theClasses FBXEXP
exportFile f #noprompt selectedOnly:on using:theClasses[_Fbxdx]
)
)
)
I have it assigned to Ctrl+E.
Below is dumb approach i used before.
Tested on max 2015
Hey guys some time ago i made myself a 3ds max one object fast export script.
Short explanation of how it works:
press ctrl + F1, select where to save, then use your hotkey to overwrite that object,
it will quickly overwrite it without popups, but the script has its own specifics,
so it’s not fool proof.
Important things to remember
-
Your object name will become your file name. This is how we work in my studio, each MESH name is EQUAL to FBX name, which solves trillion of problems, at the cost that you HAVE to name your meshes properly (so no Box 0120100)
-
DOES NOT WORK WITH ANIMATION
-
On FASTEXPORT action, your modifier stack WILL COLLAPSE, as it applies:
-
reset Xform
-
converts to edit poly
-
ROTATES THE PIVOT so that in unity your models axis are properly aligned.
-
exports it in the same FBX you specified in first step, overwriting the contents.
What 4 means for you – if you forget to change what FBX file you export to by using 1st step, you will write different model to the previous fbx, screwing yourself up, so be careful what and where you export.
Good thing is that if you like me going to use MacroGamer’s CTRL + F1 workflow, that action of changing FBX
will take 1 second.
Ill just explain all steps i use and you decide do you want to us it or not.
-
Download My Files both scripts
Copy scripts to your macroscripts(or usermacros) -
Launch 3ds max, set up the hotkeys
this is how i did it

Now this is a bit tricky, as you can see first script saves directory, and the hotkey for it is quite hard and strange the reason i did it is because i use macros to call it, so i deliberately chose hotkey i could not use in other situation.
Second hotkey is simple and is used to resave(re export) object.
//Optional but suggested and convenient
//remember to launch macrogamer as Admin otherwise your changes will not be saved
3. I use MacroGamer programm for calling the macros, from another macros (i know you like macros)
this is how i do it
now bear with me this is important -
in macros i first use the hard hotkey i set up in max, then there is a CTRL + V
Why? Because when the script is activated it not only starts directory selection, but also copies the name of the object to system Buffer, which i can then ether use CTRL + V manually (avoiding MacroGamer) or in my case, this nifty program pastes it for me.
So bottomline is that i press CTRL + F1 while the object is selected in 3ds max, and it calls “save where” window and pastes object name and fbx savefile name.
-
Select the object you want to export (be sure its name in 3ds max is your desired FBX name)
-
Use second step and RESAVE it there. Now every time you press resave hotkey it will overwrite that fbx,
making your workflow extremely fast, almost realtime.
I don’t have much time so i probably wont be able to “support” it a lot,
but if you struggle through initial “why do i need to do all that” the reward is lighting fast work with unity
and 3ds max.
I hope it works for you and will help
