Modifier Modifier Zorb

279 votes
Date Updated: 
Author Name: 
Jordan Walsh

v 2.9.02: Added Octane and extra Final Render Lights to On/Off and Multiply Right click Menu

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 parameters, 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, apply an absolute value to modify, or multiply a value

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 (Needs 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_v2.9.02.zip409.88 KB
modifiermodifierzorb_v2.9.02_-_2013.zip413.67 KB


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cecofuli's picture

Hi Jordan, I installed,

Hi Jordan, I installed,, but I have a script error when I click Bitmaptexture in the "Material" tab. CoronaMtl is ok.

>> MAXScript Rollout Handler Exception:
-- Syntax error: at <, expected
-- In line: try (Modprops_Bitmaptexture.V_clipu.value =

Jordan Walsh's picture

Corona Renderer

Corona Renderer support
Should work now.

cecofuli's picture

Unsupported Corona renderer =(

Unfortunately, it doest work with Corona Renderer Material (free 3ds max plugin). For example, if I want to change the "blur" amount in the bitmap texture, I've an error. Is it possible to fix it? Thanks!

Jordan Walsh's picture

Have you tried turning on

Have you tried turning on animate when you apply a change?
I'm not going to add any key support as its not really in the scope of this script, but one thing I could maybe add is to keyframe the change at a random time and you could specify the time range to be randomized within. Would that help at all?

What do you mean by speed randomizer?

madail's picture

Random retiming?

Hi there. Congrats go without saying - this is probably one of the top 5 scripts ever for max, getting to use it fully goes beyond imagination!

However, i do believe that it cannot do what i need, and it could be a nice addition. Please tell me if i'm wrong.

I know its possible to grab multiple objects and randomize it's animation (regular pos/rot/scale and even modifiers) by using the min/max randomize buttons. However, this will affect all keyframes at once. Is there any way of doing this to only selected keyframes (randomize just the start for instance), or even a speed randomizer? There are quite a few timing randomize/offset scripts, but some lack the ability to animate modifiers, and your's is so much powerfull that if it had some way to do this it would be jaw breaking!

Hopefully there's some way already!

lightcube's picture

Not familiar with the Maya

Not familiar with the Maya feature .... but it's something I'd like to see. I'd build such a feature for myself if necessary... but I'm hoping you'll just add it into this tool or an offshoot as it seems to similar in practice.

Nice tool, btw.


Shawn Olson

Developer of Wall Worm

Jordan Walsh's picture

I think both of your requests

I think both of your requests fall under the same umbrella as it would mean editing multiple objects/modifiers at the same time rather than editing via object/modifier/etc class and this script does.
I think you would want something similar to the Maya parameter spreadsheet (which I have thought about making but havent had the time)

lightcube's picture

Feature Requests

I'd like to now if you could add one more category for property editing: Custom Attributes. So if you add a custom attribute to 20 objects, you can edit that attrib across the objects.

Also, I'd like there to be a checkbox that, when on, lets you edit all the shared properties across all selected objects. For example, both a Box() and Pyramid() have a property called .height ... it would be nice if you could edit across classes where the property and property-type match (including custom attributes mentioned above).

Maybe these are already possible... but I could not figure it out in the UI or from the available docs.


Shawn Olson

Developer of Wall Worm

Jordan Walsh's picture

Im not sure, 0.32 works

Im not sure, 0.32 works without dotNet (only supported in max 9) but relies on ActiveX controls, Im not sure if they are supported by older versions.
I dont have a max that old to try it on either... so just give it a go i guess!

mark pigott's picture

Will the Zorb2 beta 0.32 work in 3ds Max 6?

Will the Zorb2 beta 0.32 work in 3ds Max 6?

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