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axmeshat the command prompt. The window that pops up is largely self-explanatory. Maya-style 'hard edges' are automatically converted to smoothing groups in the ASE file, and you can export your mesh with multiple simplified-collision-geometry primitives just like with 3DS Max, by using the MCD**_name naming convention as documented in e.g. the CollisionTutorial. For any single mesh object in the scene, vertex colors and multiple UV channel mapping data are automatically exported whenever they have been applied to them. For details on using shaders with vertex coloring(alpha) and multiple UV channels, consult the VertexBlendingTutorial. ActorX for Maya, you can avoid most UV/normals/vertexcolor issues by using the optional "consolidate" option whenever your scene contains multiple geometry objects to export.