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Is it possible to export without losing the hierarchy?


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I'm looking into methods of creating trees for an indie game dev project. I want to be able to pivot paint my trees within 3DS max in order to achieve realistic wind animations (using the Pivot Painter 2.0 maxscript provided by Epic). I decided to have a shot on one of your free example trees - however simply detaching all meshes results in a chaos that is essentially impossible to arrange in a logical hierarchy of trunk>branch> branch>leaf etc which is required in order to be processed by the script. Is there any way to export the tree without combining the meshes into one object - and keeping that logical parent/child hierarchy?

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