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  • Published 25 Sep 2026

Fbx link, merge by materials, save me from autodesk

Hi, Im an architect, and i must use 3dsmax solely for this feature Most of us architects work on revit/sketchup/archicad, and we link the fbx into 3dsmax,

In doing so, if there's a change in the architecture model, (which there always are, like multiple times, and annoyingly (like i hate to make the scene all over again, lighting, materials, assets, vegetaion, scatter, only because the client wanted the window a little higher, such a time waste))

In 3ds max, you can update the FBX and it only updates the modified part of the model, everything else remains the same, with textures set and all

So you dont have to start all over again

Additionaly, you can merge the objects by materials, so you just replace materials quickly, set your scene and render

If this be done, im done with 3dsmax for good

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Development Status: Open

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juan_manuel4
25 Sep 2026

3 Comments

jeroenbakker

This is already possible, but currently with an extra step. If you import the FBX to blend file A, and link in blend file B to the assets in A. You can override the materials and make local changes without loosing the option to reimport the FBX.

The workflow you describe is a regular task for animation studios. But it might require a different workflow then you expect ( docs.blender.org/manual/en/latest/files/linked_libraries/library_overrides.html )

FBX is a closed legacy format. It would be hard to support custom workflows based on this file format due to this. But there are other options like USD (open scene description) that would fit better, allowing versioning, variations, configurations and more, that FBX doesn't support. We are currently working on Collection Import that would allow linking to other files types and perhaps even FBX.

christsdude

I might be misunderstanding the post, but are you asking for a way to read the fbx live in the blender scene, so if the fbx file gets modified, the change is reflected in the blender scene? If so, this is possible using geometry nodes; there's an import fbx node.

I think the point he's trying to make is changing the proportions of the object but keeping the texture the same?