Basically I have modified the obj exporter to generate N obj files for N objects. One gotcha with AOI is when you duplicate an object it is given the same name (10 Cube 1's). My solution was to generate sequentially numbered objects and an assoicated .ext file which contains the object name, location, bounds etc. So opening boolean1.ext contains info related to the object Boolean 3, its bounds etc.
name: Boolean 3 bounds: Box: {-10.0, 10.0} {-4.539179048177993, 5.460820951822006} {-8.729053659903073, 11.270946340096929} coords:Vec3: -24.926546382539637, 3.4374913548318395, -24.12610571059229 rot 0.0 0.0 0.0
in the loc below is a zip (aoi3.zip) containing my current (rough....rough...) source for the obj exporter and an Entity tool. also a jar to stick in the AOI plugin directory.
http://hawkwind.home.mindspring.com/What this gives you is an additional obj exporter accessable from the export menu entry (watch out there are two now, the original and mine, use the first)
The entity tool is what makes this cooooll. Under the tools menu is now an Entity entry. Select an object and then select tool->entity and an entity object is added. If you double click on this a Bout based dialog appears containing all of the obj specific flags I set in my game...mod as you see fit
I use this to say things like "circle 2 is a light switch and is pickable and turns on PointLight 3, has comment 113, uses sound blah.wav etc"
A lot of the unique attributes for an object can be configured in this way...game specific of course
When you export the scene you get N obj's, N .ext's and One Entity file containing all of the data. and a manifest file identifying the list of obj files.
Put in the jar, create a small scene, export it and look at whats produced.
A bit rushed at the moment so i can expand on this later.