3ds Max | Scripts

Modifier Preset Creator

0 votes

If you find yourself changing modifier parameters to the same same values over and over again, make your life easier and use the same modifier with preset values instead.

Chamfer Modifier with Custom Defaults

1 vote

Very simple extended modifier when you want to use different default values from the max ones to save some clicks. Edit to your liking.

Batch Export/Import

21 votes

This is a free script, for non commercial use.

This is the perfect script to transfer your models from 3ds Max to ZBrush/Unity/UDK/...
Basically it batch exports objects to multiple files.
Supported formats : max, obj, fbx, 3ds, ase, dwf, dwg, dxf, dae, nif.

PolyModOp

1 vote

Say goodbye to scripts that only work with Editable Poly and not Edit Poly modifier. PolyModOp is a MAXScript struct wrapping the Edit Poly methods using the familiar signatures of the polyop methods. That means you check once at the beginning what kind of object you are dealing with, pick either polyop or polymodop, and the rest of the code will be the same as if you were writing it for Editable Poly.

Border Fill

16 votes

Fills a border with quads. Selects the newly created faces (sometimes you want to do an inset afterwards) and verts (sometimes you might want to relax them)

Grid Fill

MaxMail

2 votes

I'm working on a mailscript in my spare time.
I have figured out how to send mail
This is not yet with a ui, but this is a function you can use in your scripts. This is written with dotnet and maxscript.

ID Birlestirici (ID Combiner)

0 votes

pX SpritesRender

1 vote

Walking Character Isabella Renders different angles of an animation from a character or object for use in 2D games. (Supports Render Elements ) This scripted utility for 3ds Max automate a useful task  that would be tedious manually. UPDATE 2017: Now it join the imges as Sprite Sheet!Click here for Help and Instructions

BakeAnimation2Keys

Batch Camera Render

254 votes

This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you can specify rendering parameters - frame size, frame number, output path - directly to camera object, so every camera in scene 'knows' what it intended to render. Additional functionality is Lighting Assignment - you can specify which light will be turn on or off for selected camera during the rendering.

1.10.3b Fixes:

  • Crash when vray ir/lcache maps are set to auto-save
  • Region render was not set properly during the rendering

This is major update of the script, so it may not be as stable as before. Backup scenes or cameras at least before running this version. More information can be found here - 1.10b Multiple presets for each camera

Previous updates:

1.10.2b Fixes:

  • Problems with render elements paths
  • Copy/paste of render region settings
  • Properly convert render region values when change resolution

New features:

  • Multiple presets for each camera
  • New keyword %presetname% to support multiple presets
  • Distributed rendering checkbox added to vray common settings
  • Bugfix - Net render not starting after cancelling during local rendering.
  • Improved performance with scenes with lots of cameras
  • Added support of Vray RT as a production renderer
  • Added support of using MFRender script to render scenes through BatchCamera script.
  • Bugfix - Error was popping up sometimes during drag-n-drop
  • Bugfix - Render elements didn't render in certain conditions
  • Bugfix - Pre-render/post-render scripts didn't work on network rendering
  • Bugfix - Select All and Toggle All buttons didn't work properly

Here are some details: http://usakhelo.github.io/batchcam/batchcam-1.9.20.html

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