Is there a script for 3dsmax that re-applies modifiers (or would it be possible to create one). The workflow would be as follows: 1) Export Scene objects using FBX (Without the modifiers). 2) Unwrap and Pack in an external program like Unfold 3D 3) Re-import the FBX. 4) The Script should re-apply the modifier stack to each…
If you have more 100th or 1000th of objects cutting and pasting modifiers by hand would be a lot of work. Such a script should copy and paste the modifiers automatically and delete the original objects. Also, instance support could be built in. Just export only one instance and during import replace the instance object…
A bit clearer workflow: 1) - Use the script to export meshes to FBX * * With an option to only export the base object (without modifiers) 2) - Manually unwrap and pack in Unfold 3D and export to FBX 4) - Use the script to import FBX and transfer UVW's to the corresponding objects in the 3dsmax scene (based on name/object…
You can't maintain instances of the exported/imported object but the rest is possible - although tbh it's hardly worth bothering since you can copy & paste modifiers.
Lets say that the name of your scene is "MyScene_01" 1) save your scene with new name - "MyScene_01_temp" 2) "MyScene_01_temp" is currently loaded so, delete all modifiers from all objects and add suffix to the names of all objects. 3) export scene objects using FBX. There will be no modifiers at all 4) Unwrap and Pack in…
You could certainly do that. As long as you don't need to insert objects into hierarchies it should be relatively straightforward to do the swaps. You can get a list of instances easily, You can get a list of modifiers on an object easily, Instancing modifiers from object to object is easy You can copy/apply transforms…
For other people looking for something like this. MIAUU helped me out with a great script, that can export and import UVW's to and from FBX and import them to the base object. Making it easy to work with Unfold3D. Though it can only unwrap the base object and not at any place in the stack. Later I also found a separate…