3ds Max | All

Visual Breakpoints for MAXScript

7 votes

MXSBreakpoints.MAC is an UltraEdit macro that uses the bookmarks within UE as a form of visual breakpoints for the MXSDebugger. Just load the attached .MAC file in to UE's macro list to make use of it.

subdivisionAutomator

7 votes

Quickly assigns a subdiv modifier (meshsmooth or turbosmooth) to all scene or selected objects. This is good if say you want to have all objects in your scene converted into subdivs at rendertime without the need to constantly select objects, find the right modifier, assign the modifier, etc.

FumeFX Priority Simulation

7 votes

Hi all,
This is Jae.
This is a really simple script that can set priority on murtiple fumefx boxes and run it based on their priority.
The priority can be set with arrow buttons in the UI.
It can also choose murtiple scene files and see if the files have fumefx boxes or not and run the simulation.
Hope it can be useful for anyone.
Thank you.

Morph UI Creator

7 votes

A maxscript to Auto create morph UI.
Multiple UI types : 4, 3 and 2 morphs linker.

Duplicate Geometry Select

7 votes

v1.31
If selected 0 Work to all objects
If Shift pressed then will select objects by geometry vertex count.
If Shift NOT pressed then will select by center objects position

Render Hidden Wire 1.0

7 votes

Renders a static image of the current scene with hidden wires with or without shading. Currently supports Shade+Wireframe - Color Wireframe+User Background and UserColorWireframe+UserBackground. Animation support still to come.

EffectWare Scripts II

7 votes

Sphere's and sticks modeler - Tumble Generator.

UV Copy Tool

7 votes

Use the UV copy tool to copy textures - uv channels and vertex colors from one object to another.

Clear Variables

7 votes

"Clear all declared vars (i.e set = undefined) so scope can be tested without having to close/reload MAX!
* This script is for MAXScripters to use during code development."

Assign Controllers

7 votes

Assign controllers to all selected objects. I only have Euler XYZ in the script. It was such a pain manually assign them to each individual bone. This does it in a click of a button!

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