ScriptSpot

Script

QuickUVW

By Patrick Probst · 2011-12-06

Version
1.12b
Version requirement
Only tested with Autodesk 3ds max 2013, may be compatible to older versions
Date updated
2013-10-09
Votes
2
Download
Download
Description

This script will apply one 1x1x1 meters UVW-Map modifier in box mode to each selected object with a normal click.
Regardless of system unit type the size will always remain 1x1x1 meters.
If shift-clicked, it will apply a real world map size UVW Map modifier instead.

I use this frequently in architectural visualizations for applying a standard uvw map to most of the objects.

Only tested with 3ds max 2013!

I am not responsible for any damage caused by this or any other of my scripts to your scene, software or computer.

Additional Info

KNOWN ISSUES: See www.patrickprobst.de/#goodies CHANGELOG: See www.patrickprobst.de/#goodies
Comments (18)

No work in 3dsmax 2016-2018

d1myan · 2018-11-23

Help! No work in 3dsmax 2016-2018. If the UVW map modifier is already assigned, the script does not work.

error again:

ivailora4kov · 2013-10-25

After 2 days of using the script I get an error again:

"selection error:"
"You have to select at least one object."

I receive it on a editable poly or mesh object, a primitive or not, on an instance object, or on a copy, an object which is in group or outside any groups, after resetting the XForm. I restart 3D max couple of times.
I have opened an old scene where I have an object with the modifier applied on it, I delete the modifier which is working and try to add new one with the script and again the same error.

Patrick Probst · 2014-07-18

Which max version are you using?

It is OK right now

ivailora4kov · 2014-08-05

I downloaded it again now, and it works again as it should. I am using 3ds max design 2013.
I noticed one thing, which if you can solve it, it will be perfect.
When I apply the script - it add modifier on top of all other modifiers, and if in the stack there is another one - the script deletes the old one. It will be great if the script can add more than 1 UVW modifier, for example if you use polyselect, then uvw, then again polyselect and again uvw.

excelent!

ivailora4kov · 2013-10-23

Good job, now everything works perfect, as it should. Thanks!

2013

Patrick Probst · 2013-10-09

Apparently I have accidentally uploaded old unfinished code which doesn't work at all - something with my backups screwed up, the current code apparently does not work at all, I am in the process of fixing it. Sorry.

Just updated the script and changed some stuff, see log on my homepage. Tested it here at home and it should work properly now. As always, thanks for the feedback, keep it comin' !

error:

ivailora4kov · 2013-10-09

I am trying to use the script with 3Ds MAX Design 2013 64 bit, Win 7 Pro 64 bit. When I press the button "QuickUVW" i get this error:

-- Argument count error: checkForMod wanted 1, got 0.

I have tried on mesh, poly, and primitive geometry. and always get the same error.

May be it is because of the 2013 version... i don't know.

Links

Patrick Probst · 2013-09-28

The links are all fixed now. as well updated my website to contain changelogs, features and known issues. Thanks for the feedback!

Problem with download

ivailora4kov · 2013-08-26

there is no file on the link you've provided. On the 2 tabs (scripts, Shaders) only shows: Coming soon, stay tuned!

Thanks for the commint! :-) I

Patrick Probst · 2013-08-26

Thanks for the comment! :-) I just uploaded them and fixed the link.

Bug

Patrick Probst · 2012-08-22

Hi tomturbos,

Thank you for contacting me. Unfortunately I do not have 3ds max 2011 here for testing, but I will look into the issue (if I can find the MaxScript 2011 reference somewhere on the interwebs ;-) ).

I will release an update when I fixed the issue.

Again, thank you for contacting me.

thank you

harumscarum · 2012-02-27

hello Patrick
thank you for nice script. let me post some issues:
when applying to selection of objects each object has its own gizmo so mapping doesnt match - here i attach illustration which shows what i mean
one more suggestion - when script is applied to the new object it will use gizmo from previously applied mapping. so mapping on joined objects will always match

PS if use this script as ctrl+click on objects with mapping it only enables RealWorldScale but doesnt switch to 1*1*1 box mode

Attachments

Patrick Probst · 2012-02-28

Hello and thank you for your valued feedback!

"when applying to selection of objects each object has its own gizmo so mapping doesnt match"

Yeah but I run into a problem here: I can either set one modifier across all selected objects (so, as reference, not as instance) and then I won't need to adjust that one modifiers gizmo since its only that one modifier across all objects and so always will line up.

I can't apply instances of a modifier (as it is now) to each selected object, because this way I can't controll the gizmo position of each one of the modifiers. Since they're instances, when I move one gizmo, the others also move.

I think I'll go with applying one referenced modifier over all selected objects. Or would you suggest something else?

"when script is applied to the new object it will use gizmo from previously applied mapping"

As I understand you, the script does this already since it doesn't move any gizmos of already existing modifiers.

cool script

tomturbos · 2012-08-21

...but in Max-version 2011 I always get the following error message:

---------------------------
MAXScript MacroScript Error Exception
---------------------------
-- Unknown property: "maptype" in undefined
---------------------------
OK
---------------------------

reffering to the following line:

obj.modifiers["UVW Map"].maptype = 4

Any idea - I would love to use this script in Max-Version 2011.

thanks Tom

+1 for RealWorldScale

harumscarum · 2011-12-06

if this script will apply INSTANCE realworldscale uvwmap modifier i will be happy!!

themaxxer · 2011-12-06

I have not tested it yet, so I don't know the UI (if there's one). :)
does it also work in "real scale" mode? I mean is there an option for this?
then I would use it immediately. :)

thanks and regards
themaxxer

Patrick Probst · 2012-02-27

What exactly do you mean by "real scale"? It works on world unit scale

Edit: If you mean "real world map size" option on the modifier itself, it works now, will upload a new version. You can shift-click then for real world map size to be used.