Modifier Modifier Zorb

Tagged with terms:
18
points
Author Name: 
Jordan Walsh
Version: 
2.10

Modifier Modifier Zorb offers a handful of functions that can be done to multiple modifiers/ objects and materials in the scene including mass editing and randomizing of ALL values. Supports all modifiers and objects. Material and controller suppport limited.

Functions include Enable, Disable, Disable in Viewport, Disable in Render, Collapse to Modifier, Remove Instances and Delete. Now includes support for base objects and "Limited" support for maps/materials

Also includes a full toolset for instance/reference creation/removal for modifiers and objects 

 ***Just found a bug where the relative spinner multiplies its value when you are using it with materials and controllers. Will be fixed in version 2.5

Added relative spinners and "Effect specific values only" (for noel_d3) spinners to the'get property' rollout.

updated to v2.10:

--v2.10 13/11/2008
--Added "Relative" and "Effect Value" spinners in the 'get property' rollout
--Hooked up some random spinners that werent working
--v2.04 10/9/2008
--Fixed crashing on get properties of morpher modifier
--v2.03 2/9/2008
--Added StandardXYZGen support
--v2.02 20/8/2008
--Added PointCache: Flush Path

 



--------------------------------------------------------------------
--Modifier Modifier Zorb v 2.1
--By Jordan Walsh
--floopyb@disasterarea.net
--------------------------------------------------------------------
--v2.10 13/11/2008
--Added "Relative" and "Effect Value" spinners in the 'get property' rollout
--Hooked up some random spinners that werent working
--v2.04 10/9/2008
--Fixed crashing on get properties of morpher modifier
--v2.03 2/9/2008
--Added StandardXYZGen support
--v2.02 20/8/2008
--Added PointCache: Flush Path
--v2.01 13/8/2008
--Added PointCache: Set Range to Animation Range
--Added Lights: On and Lights: Off
--v2.0 28/4/2008
--Added Controller Tab
--Added FumeFX: Load Settings
--Added PointCache: Set Path function
--v2 Beta 0.5 08/4/2008
--Added Modifier Create Instances and Object Create Instances and Creat Refrences
--v2 Beta 0.4 07/4/2008
--Material tab is now much quicker and can get maps that arent available through subanims, such as maps in the VrayCompTex
--v2 Beta 0.33 02/4/2008
--Added Object Specific Right Click Menus (VrayProxy, FumeFX, PointCache, Light Multiplier, xref Objects)
--v2 Beta 0.32 30/8/2007
--Added tabed interface
--Added Material list and Material properties button **Materials Tab is very experimental and doenst work with everything!!**
--v2 Beta 0.22 24/8/2007
--Fixed bug with by ignoring "NotUsed" Properties
--v2 Beta 0.21 23/8/2007
--Added Base object list and Get Base Object properties button
--Get Properties Button now gets the correct state of booleanclass properties
--Lists reflect selection and hidden checkboxes and update when changed
--All/Selection, Hidden and Exclude settings now carry across to the Properties rollout
--------------------------------------------------------------------

Additional Info: 

Extract to 3Dsmax Dir.

Version Requirement: 
Written for 3ds max 9 + . A max 8 version is available now.
AttachmentSize
ModifierModifierZorb_v2_B_0.32 max8.rar19.48 KB
ModifierModifierZorb_v2.1.rar26.56 KB

pixelarts's picture

it would be great if we

it would be great if we could save a modifier's settings as a preset.

Jordan Walsh's picture

Sure, good idea, I should be

Sure, good idea, I should be able to put that in when I get some scripting time

pixelarts's picture

Hi Jordan! Thanks a lot! ,

Hi Jordan!

Thanks a lot! , cant wait to use it!!

pixelarts's picture

hi, i know i am pushing for

hi,

i know i am pushing for too much, but would it be possible to see a max 8 compatible version?

thanks

jcdeblok's picture

Nice! I just had a idea..

Nice!

I just had a idea.. wouldnt it be great if was a visual flow chart for modifiers where you can tie everything together.

Like nodeJoe, shaderFX or particleFlow, it could work like this:

All the variables are nodes which can be a constant (default) or wired to an expression, other modifier variables, joystick input devices etc..

Basically you can wire everything together (like the wire-parameters dialog, but wayyyy fancier)

I know there's a free flowchard dev kit for max: http://www.scriptspot.com/3ds-max/plugins/helium

just a thought :)

Jordan Walsh's picture

jcdeblok: There is a program

jcdeblok: There is a program that does that, its called Maya!!  The hypergraph (or whatever its called) shows all conections of all scene node .(Its a bit head hurty though)

 

A max 8 version should be easy to do, I just have to do a non dotNET version

jcdeblok's picture

I just realized it's already

I just realized it's already in Max too.. it's called schematic view. I always thought it was just for displaying the scene hierachy but after digging around in it I found a way to display all node variables too. With a right-click->wire you can wire them together.. been working with max for over 6 years and I keep running into new things :)

pixelarts's picture

that sound cool! i didnt

that sound cool!
i didnt know we could wire together parameters of different modifiers across same and multiple objects?

I mean..using the schematic view..i always thought it was mainly for people who use it for creating complex rigs to see their layout and do selections etc..

pixelarts's picture

Thanks a lot for the max 8

Thanks a lot for the max 8 version!

Of course i cant wait for you to implement the presets functionality, but i was thinking of a couple of other additions which i feel would make this an even more amazing tool than what it already is...

1.could we have sliders to change parameter values instead of the deault max implementation?

2.for modifier gizmos - could we be allowed to access one in the viewport to change it, and have it change echoed in local space across all similar modifiers?

mantis3d's picture

Try my script,can do same

Try my script,Coolcan do same thing and more!

 muti-object modify tool 

Jordan Walsh's picture

Yours is a good script, but

Yours is a good script, but that functionality is just one part of my script.

Thanks for the spam anyway

alexus's picture

Hi Jordan! Very cool script,

Hi Jordan! Very cool script, but it don't work in x64 version, can you edit for?

Jordan Walsh's picture

Hi Alexus, Thanks for the

Hi Alexus, Thanks for the comment!

Have you downloaded the right version? There is a max8 ActiveX version that i recently coded as a request and there is a full DotNet version that works fine with max 9 x64. Infact Im using it right now for max 9 x64 on XP64. and it was originally coded for DotNet.

Make sure you get this file: ModifierModifierZorb_v2_B_0.32.rar

Let me know if you still have issues, or have any suggestions :D

 

Jordan 

jonahhawk's picture

Silly me. I clicked on the

Silly me. I clicked on the controller tab without a selection and now it is working on displaying ALL controllers in my scene.... will it crash....

3 minutes... it seems to have stopped... nope started again...

paused/frozen

4 minutes.... viola!

It would be nice to have a cancel button for just such foolhardy mistakes!

 

Otherwise awesome tool. Seems to work great with VRay materials so far. This is the only tool of its kind that I know of. Great work.

AttachmentSize
ModModZorb_AllControllers.jpg72.98 KB
Jordan Walsh's picture

HaHA! Thats a lot of

HaHA! Thats a lot of controllers! Yeah, the controller and material code is pretty slow. I should be able to halve it. But other than that its still pretty experimental!

Glad you are liking it! Most of the stuff hasnt been tested very much as it is such a general script and I only am really concentrating on the things I usually use it for, so if it breaks for some reason that you need it for dont hesitate to let me know and ill try to fix it ;) 

titane357's picture

Very nice plug in, Thanks

Very nice plug in, Thanks !!!! :-)
works on max 2009.

noel_d3's picture

Probably the script which I

Probably the script which I use most often.

A function misses:
Sometimes I want to change a precise value, for example I want that all the turbosmooth which are to 1 become 2 but that those which are to 3 remainder with 3.
One could imagine to be able to write "1=2" for this function which would be really usefull.

Best regards.

Léon

leon3d
akamaStudio

noel_d3's picture

thx

thx

Jordan Walsh's picture

That is an interesting one

That is an interesting one noel_d3. I'll have a look into it. For now you might have to use the selection filter when changing values.

noel_d3's picture

Thx, In fact it's really

Thx, In fact it's really usefull for change materials values.

Jordan Walsh's picture

Cheers Noel_d3! Just be

Cheers Noel_d3! Just be careful because it cant deal with standardmaterials when you mix blin with o/n/b with metal etc because the standard material drop down changes the amount/ names of the "standard" materials properties and it will crash. With materials that are "hard coded" (vray, mental ray) it will work fine!!

noel_d3's picture

Thank you, I thought

Thank you,

I thought primarily of the values for example of Tiling of various textures which are not in intance in materials in multi/sub-object.

I would like that Tiling in V with 3 as value becomes to 8 but that those which are a value of 1 remain to 1.
I cannot select them separately because they are applied to the same object.

Rather than “3=8” we could have “3” becomes “8”

Best Regards

Léon

facemao3's picture

good thx

good thx

noel_d3's picture

Realy thank you very much

Realy thank you very much for the "Relative" and "Effect Value" addition
:-)

Best Regards

Léon 3D

Jordan Walsh's picture

No problems! im always

No problems! im always interested to hear feedback/wishlists! In the next version I will make the material/controllers work by selection too

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