3ds Max | Scripts

SMIV (Show Maps In Viewports)

2 votes

Allows to activate/deactivate the Show Map in Viewport for first level 2D Textures in any channel of a Standard material - in Standard Sub-Materials - and some of the channels of a Raytraced material. Works with selection sets or the whole scene.

Pick'N'Put

6 votes

Browse images and assign directly to objects as textures (a la DUP's Drag&Drop)

SmartHide

8 votes

Hide objects - even if in an open group

Lock Keys Util

3 votes

The attached macroscript gives various options for modifying existing keys (any/multiple tracks) to be lock keys - as well as creating lock keys for pos - rot and scale.

This can be a big time saver for character animation - especially for setting up feet plants and keeping them locked for set durations.

Map to Vertex Colour

4 votes

Assigns vertex colours to an object based on its diffuse map.

WhoLightsMe

5 votes

Lets you pick an object from the scene and see which lights affect its illumination

SetDefaultMaterial

2 votes

"

  • Takes the material in MEdit slot #1 and makes it the default MeditMaterial on MAX startup. 
  • Replaces all 24 materials in the MEDIT.MAT library. 
  • Creates an incremental backup copy of the MEDIT.MAT so nothing is deleted.
  • BigBrother

    3 votes

    "Creates a list of various scene properties - to show what parts of the scene the animator may wish to optimize - like shadow maps that don't need to be as big - or uncollapsed modifier stacks that are too deep - etc.
    version 1.85 Changed the way the script decides whether a light is using shadowmaps or not."

    MakeUnique

    4 votes

    Takes a selected object and makes it unique (ie - if it's an instance of another object - it will no longer be an instance). Originally found as part of Blur's Object utilities - now here it is in script form.

    RandomFaceRemover

    0 votes

    Takes any mesh object - converts it to an editable mesh - then rendomly removes faces based on a weight or percentage faces removed. Made to remove random faces from a particle emitter object - hence randomizing where particles tend to be emitted.

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