Keep positions of objects for lightmap when creating prefabs

In order to add a large number of identical objects to a scene it would reason that their behaviour should be identical and therefor they should be prefabs. However in order to bake a light map to a scene, all the meshes casting shadows must be in the 3d model editor (we use cheetah 3d) and therefore it would be difficult to replace all the objects with prefabs(so they have attached components and aren’t just meshes) and still in the correct position for the shadows the lightmap now created.

Should a different approach be taken? Is there a wizard to mass replace objects of the same name with a prefab?

e.g. mymeshtree(mesh) pos.(0,0,0) scale.(10,5,10) rot.(360,0,0) -replace> myprefabequivilent pos.(0,0,0) scale.(10,5,10) rot.(360,0,0)

Replaces all the meshes of name mymeshtree with the prefab equivilent and scales,rotates and positions the prefab based on the values on the original mesh.

Please help if you have any information regarding this issue.

Wil the anteres object browser allow you to do a mass replace?