Attach and Detach Multiple Objects in 3ds Max
Combine separate objects or split a model into editable parts without repeating the same operation object by object. AttachDetach is a free 3ds Max script that lets you attach selected geometry into one object, attach by shared material, or detach by element and material ID.
Free download with your email. For 3ds Max 2020 and newer.
Reorganize your model before the next edit
A furniture model may arrive as dozens of separate objects when you need one. Another asset may be a single object when you need to move its parts independently. Preparing either for your scene means changing how the geometry is organized before you can get on with the actual edit.
AttachDetach brings those operations into one small panel. Select your objects, choose how to combine or split them, and run the operation across your selection.
Attach multiple objects into one Editable Poly
Choose All into one to combine the selected geometry into a single Editable Poly object. Use it when separate model parts need to be handled and edited as one object instead of a collection of individual nodes.
The resulting object is selected when the operation finishes. Attach collapses the modifier stacks of the objects it processes, so keep a separate copy if you need those stacks for later editing.
Attach objects by material
Choose By material to combine selected objects that share the same assigned material. Each matching group becomes its own Editable Poly object, rather than merging the entire selection into one.
For example, separate parts sharing one wood material can become one object, while parts sharing a metal material become another. Objects without a matching partner are left unchanged.
This mode groups by the assigned material itself—not by material name, visual similarity, or polygon material ID. Two separate materials with the same name are not treated as one. Selected objects with no assigned material are grouped together.
Detach by element or material ID
Separate disconnected elements
Choose Elements to turn each disconnected element inside an object into a separate object. This is useful when a model contains disconnected parts that you want to move, replace, or edit independently.
The operation works across multiple selected objects, so you do not need to repeat the process separately for each source object. It separates existing elements; it does not cut connected geometry into new parts.
Separate faces by material ID
Choose Material ID to create one object for each polygon material ID within each selected source object. Faces with the same ID stay together, even when they belong to disconnected elements.
Use this when you want to isolate parts of a model according to its existing material-ID assignments. This mode reads polygon IDs, not material names, and does not combine results from different source objects.
Keep detached objects organized
Detached objects keep the source object’s pivot position. Their names use the source name, an editable prefix and suffix, and automatic numbering. With the default settings, a source named Box001 produces names such as Box001_Detached_01 and Box001_Detached_02.
The new objects are selected after detaching. Source objects that are left empty are removed automatically.
Select a model then run it
Select the geometry you want to process and open AttachDetach. In Attach, choose All into one or By material, then click Attach selected objects. In Detach, choose Elements or Material ID, adjust the naming fields if needed, and click Detach selected objects.
Compatible geometry is converted to Editable Poly as needed. Before detaching objects with modifiers, the script asks whether to collapse their stacks. Each attach or detach run is wrapped in a single Undo step.
Frequently asked questions
Is AttachDetach free?
Yes. Enter your email to get the free download, including the MSE script, installer, and icon.
Which versions of 3ds Max does it support?
AttachDetach supports 3ds Max 2020 and newer.
What is the difference between Attach by Material and Detach by Material ID?
Attach by Material combines separate objects sharing the same assigned material. Detach by Material ID splits faces within each source object according to their polygon material IDs. One groups objects; the other separates geometry inside them.
Will my modifiers stay editable?
No. Attach collapses modifier stacks on the objects being combined. Detach also requires Editable Poly geometry and asks for confirmation before collapsing existing modifiers. Save a copy first if you need to preserve the original stacks beyond the current Undo history.
Can I undo the operation?
Yes. Each run is one Undo step. Use 3ds Max Undo immediately after the operation to restore the previous state.
Does attaching objects weld their vertices?
No. Attaching combines geometry into one object. It is not a vertex-welding or Boolean-union operation.