I have searched the internet for days, looking for a tutorial that shows how to do this. All the tutorials show how to drag and drop a material or object into your scene from the library, but nothing on how to drag and a drop a newly created object from your scene into the asset library. I did a search in this forum and found a similar situation but it was not explained. It sounded like you had to first save your scene and then go to that root folder and drop it in the library, but that didn't work either...
I'm switching over from C4D and there I could create a model, texture it, and then simply drag and drop into my library for future use. It would save it with materials and all. Is this not an option in 3ds Max? Seems like I might have to jump through hoops to save and recall my own models. I'm not bashing on 3ds max, just bewildered as to why this is so complicated in such a great program.
Thank you so much for responding. Unfortunately, that didn't work .When I add the root folder (where I saved the model) to the asset library and click on it, it comes up blank. When I launch that max file on its own and not through asset library, it opens without materials, which makes me think that even if I am able to get it to show up in the asset library, I would have to relink the materials manually, every time. I just don't have the time for that and my clients would hate me.
I followed a tutorial and created a root folder. I then hit the + button in the locations window of the asset library. You can see in the attached screen capture that I labeled it "Test_Asset". This is the folder where I saved the selected item. I have a feeling there is something else going on because I used to be able to click on creative market-and any sub-folder underneath and I could see all these cool models to purchase. Now, I click on it and it says "loading assets" but never displays anything like it used to.
@corey.white.media Did you have a chance to check out the idea page? I love the idea of dragging and dropping an item FROM max into the asset library and triggering a save-selected command, you'll definitely get my vote!
Hey @electrotoast_old. Great info to have! Everything you said works except for one thing. When I right-click on the file in the asset browser and select "manage external dependencies, it works great, however, I have to repeat the process for all models. I know you said it should update all of them, but that's not happening.
Nope! That's the great thing about it. Select your root folder, then in search type " *.max ". It should show all the Max files in all the folder. Then click on one file in the asset window, hit Ctrl+A, right click, Manage External Dependencies. Then select one entry, right click, Select All, then click Auto-Resolve, navigate to your root folder then click OK. It should repath for all the files automatically.
Now we learn about creating custom assets and saving them into our own custom asset library. Firstly, note that the Identity and Graphics assets are compulsory and cannot be exchanged or duplicated. The Appearance Asset is also compulsory but can be duplicated and switched out with some other Appearance Asset from the libraries. However, note that the Appearance Assets have differing properties. It is necessary to look at t few of them to see which one would be most appropriate for our material. The Physical and Thermal Assets are not compulsory (not even available in Revit LT), but one can switch them out or copy them.
To create a custom asset, duplicate an existing asset. Name it by predicating it with a code that identifies your company as you will be able to filter for these assets by name later. To access the tools needed to create the asset library, switch out the asset.
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