Modifier Modifier Zorb

275 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 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, 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


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
titane357's picture

Very nice plug in, Thanks

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

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 ;) 

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...


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.

ModModZorb_AllControllers.jpg 72.98 KB
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



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

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

mantis3d's picture

Try my script,can do same

Try my script,Coolcan do same thing and more!

 muti-object modify tool 

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?

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..

Jonathan de Blok'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 :)

Comment viewing options

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