- Auto rename Object when exporting (instead of only yes/no about overwritting)
That is possible but pretty messy. I could just add a random number at the end but I'm not really a big fan of that. Will think about it :)
>> I agree on the messy vision, but when you export lots of object such as complete scene of desk+furniture+pens+++++, there is always stuffs like circle001, line 024, box 035... and sometimes it runs smoothly, but you can also ficnish with box on desk, pens for chair backplate etc... messy too. And those shapes already have a messy number at the end... so box_024_001 is really messier ? :D
You should learn how to better organize your scenes / assets instead of requesting to propagate your messy workflow into proxy exporter script. Did you know that there is handy rename objects tool in 3ds max? ;]
>> I dont know about any tool like this, your welcome to tell me ;)
Also, I think I organize my scenes pretty well, i'm here speaking about imported object made by other people. When you drag & drop complete sets of stuffs to populate a scene, you cant really control all the names of every objects, and it would be a time killer and such a boring stuff to do so. Also, IMO, renaming merged stuffs is a non-sens in a production workflow, you better spend your time producing renders than renaming objects, same opinion as setting Vray more than rendering with it (that's why i'm here ;) )
Actually, i'm quite surprised that this workflow (keeping proxies in max scene files) is considered as specific. I don't work much with proxies, so maybe i don't know something, is there a better way to keep proxy and its material in on place? It must be much more convenient to merge proxies from max files with already assigned materials, then to hassle with material libraries, isn't it?
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>> I don't know any other way to do so, and I didn't invented this way of dealing with proxies & shaders, people showed me it was the best way to do it (by merging .max file to conserve bitmap path etc not drag & drop). I allow you to create full sets of stuffs (different living room, offices, 3D peoples, trees etc) in max's files, then convert it all into proxies, then import it in any other scene without having to deal again with objects, conversion, path pbs etc. I think that's boring to do once, but when done correctly it allow you to populate scene very very quickly, with no regards on paths pbs with rendernodes etc if stocking those .max files on a network drive.