Modifier Modifier Zorb

271 votes
Date Updated: 
Author Name: 
Jordan Walsh

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
ModifierModifierZorb_v2_B_0.32 max8.rar19.48 KB
ModifierModifierZorb_v2.1.rar26.56 KB
modifiermodifierzorb_v2.7.06_-_2013.zip363.59 KB
modifiermodifierzorb_v2.7.06.zip359.79 KB
modifiermodifierzorb_v2.8.03_-_2013.zip369.5 KB
modifiermodifierzorb_v2.8.03.zip365.71 KB


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
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

huertaaj's picture

Can Zorb do what I need within Max 2018?

I'm currently running Max 2018.

I have made a layer of about 500 molecules squeezed against each other in a plane, representing a biological membrane. I start by making a single molecule, and then I apply a Position List + Noise Position and also a Rotation List + Noise Rotation to that molecule. With the appropriate noise parameters, the molecule slightly vibrates and rotates slightly, giving the impression of random thermal motion. Then I make a bunch of copies of that molecule in a plane (about 500 copies). The copies all vibrate and rotate identical to the original molecule from which they were copied.

So, what I need to do is to change the "seed" for both the Noise Position and the Noise Rotation for each of the 500 molecules so that each one vibrates and rotates differently.

How can I accomplish this more easily than doing it manually for each of the 500 molecules? Is Zorb something that can do this and will it work in Max 2018?


skaven's picture

so I have a few dozen objects

so I have a few dozen objects with a chamfer modifier on the top of the modifier stack. I wanted to get rid of all of these and when I used the delete funcion in the script it deleted some shell modifiers too. those where below the chamfer. the stack was like this (from top to bottom): chamfer - shell - meshsmooth - editable poly object.
I didnt check all the objects, maybe there were other problems too, idk. but when I make a testscene with only one object it works...
max18 + win7

update: the objects were instanced and I can reproduce the problem easily in an other scene. just made a box, converted it to poly, deleted the top polygon, dropped a meshsmooth on it with 5 iteration (yep, a simple bowl), put a shell on it and chamfered the edges with the modifier. made like 10 instances, used the script and this time it deleted all the modifiers. :)


also, in max18 the edit button appearence funcion doesent working due to its incredibly complex behavior (or maybe its just shit...), that means when I put the script to a toolbar I cant edit its appearence and now here I am with an invisible button because the icons are not working with the new UI either and I cant even change its name to have something on the button... :)

Jordan Walsh's picture

Yeah, I have pretty limited

Yeah, I have pretty limited time for this these days, but if its a simple fix I'll give it a go! Can you describe the exact setup that causes this?

skaven's picture

3dsmax 2018

I have some issues with the script in 3dsmax 2018, fe: deleting a modifier deletes other modifiers too. will we have an update or you dont really have the time for this little gem anymore? :)

Jordan Walsh's picture

Cheers! Good to hear it

Cheers! Good to hear it helped!

Bancai's picture

Great tool Jordan Walsh! I

Great tool Jordan Walsh! I added the MultiRes modifier to a bunch of objects only to realize 2 days later that adding MultiRes modifier tripled my file size and I've forgot to which objects I added the modifier but then I found your script and your script saved me.

Jordan Walsh's picture

can you confirm you have the

can you confirm you have the following files?
C:\Program Files\Autodesk\3ds Max 2017\MacroScripts\Zorb-Modifier Modifier 2.mcr
C:\Program Files\Autodesk\3ds Max 2017\scripts\Zorb\Zorb-Modifier Modifier 2.mse

Obviously in your max install dir.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.