3ds Max | All

Unify / Flip normal polygons

85 votes

Use this script to make normal polygon of the objects.
Unify or flips all the faces of multiple selected objects with/without accses to SubObjects level.

New UI

DSLR Exposure (EV-LV Method)

0 votes

DSLR Exposure version 1.10

Set Camera exposure triangle (Iso, Shutter, F-Number) for all selected cameras in the scene.

Material converter 1.xx

6 votes

Description:

Simple utility to make it easier to move scenes from a rendering engine to another. Some work have to be done in terms of materials or types of engines, but it will progress step by step. In the following table you can appreciate the possibilities of the script at this moment:

Help file explaining the whole process included with script.

UPDATED v1.24:
· Many Internal fixes

GTVFX_Toolbox

12 votes

 

 

 Updates:

===================================================================================

08/16/2014:

v2.34

Some minor bug fixes to the Toolbox. Added additional tools to the system menu.

05/23/2014:

v2.32

Fixed a bug that prevented the system menu from generating.

 

04/20/2014:

v2.31

MeshDeform

7 votes

This scripted plug-in allows to deform an object based on the contours of a mesh object. It is inspired (so not an exact copy) of the original plug-ins "surfDeform" and "patchDeform", which don't work with mesh objects.

Mohseni Light Tools

4 votes

mohseni

Mohseni Light Tools

is a script for facilitating the batch editing of lights in a scene (VRay Lights for the most part --> view the description image for the detail in each part of the script)

CycleZoomViews

2 votes


Simple tool to cyle trough viewports with zoom selected option.

Sk-Films: Camera Exporter

4 votes

 Camera Exporter

Terrain Plugin Update for Max 2018

1 vote

Logo

Morph Target Builder

3 votes

This script will help you build a morph target based on a final pose that is compatible with whatever skin you are using. If you need to convert a skin morph to a morpher or use a morph target instead of a skin morph, this should help you.

What it does:
It moves the vertices of a morph target around to make the vertices of the skinned poly match the position of the vertices in the posed poly.

You will need 3 objects:
1. An editable poly with a morpher modifier then a skin modifier (skinPoly).
2. An editable poly to get the final pose vertex position info from (goalPoly).

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