Modifier Modifier Zorb

272 votes
Version: 
2.9.01
Date Updated: 
02/22/2018
Author Name: 
Jordan Walsh

v 2.9.01: Added Multiply option to ALL modify properties window. Can now multiply existing values by a chosen value

v 2.8.03 Fixed Save preset bug (for plugins like ky_trails)

v 2.8.02 Fixed ini file bug stopping wondow for opening a 2nd time

v 2.8.00 Added Exclude text field for filtering by name. Editing Refrence targets Tab now working!!! This means you can mass edit FumeFX object settings such as speed multipliers and other FumeFX and TP properties that were previously impossible to edit!

Edit ALL modifiers, ALL objects, ALL Materials, All Controllers, ALL Shadow types and ALL atmospherics/Render Effects. Work in max from a "Class-centric" way rather than a per object way. Edit thousands of object's perameters, randomize thousands of seeds, enable thousands of modifiers and more with a few clicks!

General Features (applies to all modifiers, controllers, materails, shadows, atmos and render effects):

MASS EDIT: Mass edit one property on all nodes at once, You can specify an absolute value, a relative value or apply an absolute value to modify

MASS RANDOMIZE: Randomize one property on all nodes at once

SELECT/DELETE BY CLASS: Select all objects with a meshsmooth, or all spheres or all objects with a path constraint etc

FULL INSTANCE/REFRENCE TOOLS: Make all objects/modifiers of a class or selection instances. Make Base object refrences. replace base objects with another obj (eg make all selected boxes an instance of a vrax proxie.) Available for Modifiers and Base objects only ATM.

LOAD/SAVE PRESETS: Load and save presets in xml format for modifiers, objects, etc.

Specific Features (Can be done to All or selected):

Modifiers: Enable, Disable, Enable in viewport, Disable in viewport.

PointCache Modifiers: Set ranges, Set path, Flush path, Reload, Record.

FumeFX: Simulate, Load settings

Lights: Turn all, selected, selected classes on or off. Multiply all light vlaues.

Xref Object: Merge object

Materials: Show/Hide In Viewport:  Shows the material in the viewport. Doesnt work with texture maps yet.

Bitmap Gamma: Mass edit the bitmap load gamma settings. Choose auto or an overide value. Max 2014+

Spring Controller: Modifyspring controller settings (Needis its own section as springs are controlled differently with maxscript.

Merge Xref Controller:  Merges All/Selected controllers

Example of a property window:

 

RightClick Menu for Modifiers:

 

RightClick Menu for Base Objects:

 

RightClick Menu for Materials:

 

RightClick Menu for Controllers:

RightClick Menu for Atmospherics:

FumeFX Load Settings Dialog:

 

Light Multiplier Dialog:

 

Spring Controller Dialog:

Link Info: Inherit window:

 fR_Layer Settings window:

 

Additional Info: 

Download the 2013 version for 3dsMax 2013 and above.
Extract to 3Dsmax Dir.
Tool is located in the "Zorb Tools" category

Version Requirement: 
Written for 3ds max 2009 + . A max 8 version is available now.
Other Software Required: 
for less than 2009 AVG extentions may be needed
AttachmentSize
ModifierModifierZorb_v2_B_0.32 max8.rar19.48 KB
ModifierModifierZorb_v2.1.rar26.56 KB
modifiermodifierzorb_v2.9.01.zip409.39 KB
modifiermodifierzorb_v2.9.01_-_2013.zip413.18 KB

Comments

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igamaximus's picture

Fantastic update Jordan !

Thank you so SO much for your fantastic work on this magnificent Tool !

swatchmate's picture

Works like a charm, thanks.

Works like a charm, thanks. Apparently a chinese letter had been added in that file even tough im only using european language.

Jordan Walsh's picture

Have you tried deleting this

Have you tried deleting this file and restating max?

C:\Users\[USER]\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\en-US\plugcfg\ModModZorb_Setup.ini

swatchmate's picture

After upgrade to last service

After upgrade to last service pack for 3dsmax 2018 I cant use Zorb anymore, it just opens and close directly and says Bye in maxscript. I had this problem on a other pc a couple of years ago, is there any solution for it?

Jordan Walsh's picture

Hey Strob, Sorry for the

Hey Strob,
Sorry for the delay! I had a look at the point cache modifier in Max 2017 and the last entry called "fileCount" is the one you are looking for. Set to 0 for "One File" and to 1 for "One File Per Frame"

Jordan Walsh's picture

Haha, Thanks Strob!! Yeah,

Haha, Thanks Strob!!

Yeah, Houdini is the way to go :D
I dont use max theses days but happy to update Modifier Zorb with your suggestions.

Strob's picture

The most useful max script ever!

Thank you so much Jordan for this script. This the most useful for 3ds max. Without it max is nothing!!! I use it since years and will stop use it only once I finally master Houdini! I always discover more and more useful stuff that your script can do like helping to batch point cache animated mesh.

One suggestion: in the point cache modifier we can't select the option of 1 file by frame or a single file. Could be useful to add it.

thanks a lot!

Jordan Walsh's picture

Well if you think about it,

Well if you think about it, the script is working perfectly in the above description. You have just offset your boxes in the x position, so it seems like you are doing relative moves but infact you are not. It's only when you randomise the X again that you remove the x move you have applied to one of the boxes.

I have been meaning to have the random number applied in a few different ways, like add/mult etc but that would require a massive re write that I cant commit to right now.

I would say add a list controller and add a second bezier float to hold the offset you want to maintain. Then use zorb to randomise the Position_XYZ. Dosent seem to touch the non default bezier float on the list controller

huertaaj's picture

Zorb works in Max 2018 to randomize seeds but not perfect

It works! I figured it out and I can't believe that I can randomize the seeds for so many objects so easily!

But...there is a problem with the the script when I try to modify the POSITION_XYZ controller.

1) Create a box, make two copies as instances

2) Run the Zorb script and double click on the Controllers/Position XYZ
3) Hit the "R" for either the Y or Z position. Each box is now randomized in the Y or Z position relative to its original position. Hitting the "R" re-randomizes the position of each box relative to the original position.

4) Here is where the problem occurs...Hit the "R" for the X position and all three boxes move to the same place, overlapping each other, instead of moving relative to their original positions.

Any ideas how to solve this?

Jordan Walsh's picture

Yes, you can go to the

Yes, you can go to the Controllers Tab, select the position noise in the list and hit Get Properties. In the list you should be able to find the seed property, hit the 'R' button to the right to randomise the value.

I havent got max 2018 installed so have not tested it. I will try to do this soon

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