well, it is still there kind of, the second button in the Send/Export group will only do an export-and-import but no level-assembly, useful when you are just updating geometry.
The concept of the Send and Export-operations is to do as less work as possible (though not completely implemented that way yet, but i’m working on it! ), which means:
*Send Scene to Editor:
Goal: assemble the scene in the Editor, do as less work as possible
show the Export-Window ONLY if ‘untagged’ assets or ‘tagged discrepancy’ were detected
export to file-system ONLY if there are no files on disk yet for that asset
import into Editor ONLY if the asset does not exist yet
*Export Asset to Editor
Goal: create or update the raw Asset-data (geometry)
show the Export-Window ONLY if ‘untagged’ assets or ‘tagged discrepancy’ were detected
export to file-system ALWAYS (overwrite!)
import into Editor ALWAYS (or maybe do a timestamp-check on the file on disk and import only if newer)
The idea is to annoy the user as less as possible with more UI steps and to keep time-consuming operations (like writing files to disk) to a minimum.
Therefore, if all objects in the Maya-scene already are ‘tagged’ (have an Asset-Path), no exporting needs to take place when using “Send” because the goal is to assemble the scene, not export geometry.
Because sometimes you want to explicitly change the asset-path of a certain object you are exporting or so, the option to always show the Export-Window is available. Still the file-write tasks would be kept to a minimum. I might add the settings option to always force an export-to-file and import-to-editor for the Send-operation.
The main change now is that you don’t have to pay attention when you added new meshes and have already synced objects also selected when doing a Send.
Oh ok, “instead of another object added on top” sounded a lot like what I got around with that new button, but I can see you’re taking this much further.