i @Rumbleball ! Thanks a lot for your work on this plugin, it’s an amazing one and I’ve had a lot of fun playing with it. Very useful and powerful, congrats on your work.
I’ve been trying it this afternoon and I’ve had quite a good start with it. I’ve hit a small bump on the road that I’ve managed to solve through a simple workaround, but I’d like to bring it to your attention in case you know how to properly solve it. Maybe it’s something that has to do with the latest implementation of the plugin (which is 1.8 I believe), or maybe it’s something else entirely that I’m missing. Let me quickly explain what I’m talking about:
I have this model in Max that I want to export, and I’ve done so both as an .fbx and as an .obj. Here’s a picture of what it looks like, plus the export options:

In spite of what you see in the previous images, the end result I get after importing the building is this one:
As you can see, the building is pointing in the opposite way as it should. Changing up axis in max from z to y only serves to put the building sideways, so not much I feel can be done there. The only way I’ve managed to make it work is by changing the z value in the relative transform scale field of the Add Procedural Mesh Component function. Doing so makes the building point in the right direction.
Even though that makes it work as it should, it seems a bit wrong to do it that way. Any ideas as to what could be happening?
All the best,
Brais