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Digital Space Exporter MAXScript
Digital Space Exporter MAXScript

Learn how to download and install the Digital Space Exporter MAXScript

Updated over a week ago

The Digital Space Exporter MAXScript helps to simplify your geometry and export with the proper settings, improving your experience and reducing errors in the process.

We recommend exporting files as USD, which are not native to 3dsMax. While our exporter works great on FBX (native), we recommend downloading and installing the USD Exporter for 3DSMax before installing our Exporter MAXScript.

Once installed, follow the instructions below to download and install our Exporter MAXScript.

v0.8.8 released April 19, 2024 (changelogs)

Tested on 3ds Max 2016, 2019+

(Should work with all versions)

Currently supports: V-Ray, Corona, iToo

This product may experience bugs. Please report by starting a chat in the bottom right corner and leaving your email.

How to Install and Use the MAXScript

  1. Navigate to where you downloaded the "DigitalSpaces_Exporter_0_8_8.mzp" file and drag it into 3dsMax.

  2. Go to "Customize -> Customize User Interface"

  3. Click the "Toolbars" tab and navigate to "Category: Digital Spaces"

  4. Drag "Digital Spaces Exporter" to an empty slot on your toolbar.

  5. Click the toolbar icon to run!

How to use the Exporter

  1. Click "Export" on the script.

  2. That's it! You should now be able to bring this file to

Your files will be saved to your 3DS Max scripts directory. Typically located at:

C:\Users\(your-name)\AppData\Local\Autodesk\3dsMax\(year) - 64bit\ENU\scripts\DigitalSpaces\ds_exporter\(current-version)\export

Replace (your-name) with your user name, (year) with your Max version year, and (current version) with your latest version of the Exporter Script.


C:\Users\Nathaniel\AppData\Local\Autodesk\3dsMax\2023 - 64bit\ENU\scripts\DigitalSpaces\ds_exporter\0_8_6\export

Advanced Controls

Optional. For advanced users only.

Step 1: Setup the Scene

The first step to exporting your scene with the advanced controls is to "Setup the Scene".

Warning: Do not skip the Setup

By clicking "Setup", we remove all objects from the scene (other than geometry and cameras), mesh all proxies, and perform a 1" vertex weld on all geometry. Lastly, we scan the scene, sort all geometry from largest to smallest, and organize them by wire color.

This gives us a lightweight working environment and removes everything we will not read at

  1. Should Xrefs be included?

  2. Should hidden objects be deleted?

  3. Initial weld value

  4. The proxy display type to mesh

  5. The Forest Pack display type to mesh

  6. The Railclone display type to mesh

  7. Display the selected proxies as "box"

  8. Display the selected proxies as "mesh"

Default values work 99% of the time

Step 2: Optimize the Scene

Now that your scene is set up, you can optimize the geometry. This is done by selecting the objects you would like optimized, entering an ideal polycount, and clicking "Optimize".

  1. Each color represents 10% of objects in your scene, from smallest (green) to largest (red). This is used to identify and select large objects to optimize.

  2. Re-scan the scene and sort objects from smallest to largest

  3. Number of polygons you are looking to achieve

  4. Selects all geometry in the scene

  5. Turns the selected object into a box

It is recommended to not go under 100,000 polygons for your entire scene.

Step 3: Export the Scene

Simply select a location and click "Export"

  1. Select an export location

Tools Panel

  1. Animate Cameras - Takes your selection of cameras and turns them into one camera with every keyframe a camera

  2. De-animate Camera - This takes a single camera that is animated and splits each keyframe into a new camera. (Will also name each camera DS_{camName}_###).


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