3ds Max | Scripts

Auto mesh Skinning

13 votes


This script is for fast and accurate mesh skinning, but it won't generate skin for production ready. There will by always something to correct weights.

It's very simple all You have to do to set slice boxes. Just watch video and everything should be clear.

In version 0.6 there is simple automatic mirroring made. The rigg should be set in x=0 position.

All comments and suggestions are welcome.

------------ version 0.7 -----------

- Script didn't work with bones which had space in names - Not any more :]

Geometry projection

27 votes

    

Description

"Geometry projection" projects one or several objects or it's vertex selection on another along global or local x,y or z axis.

miauu's Live Measure Pro

11 votes

Instance Tool

42 votes

Instance tool analyze the geometry objects in the scene and finds groups of objects that could be represented as instances of one of them. Then the user can turn every group into actual instances and choose which object from the group will be preserved. The objects in the group are objects that have the same topology (could be morph targets of one another) and the difference between them could be described with transformation alone.

Spline Rope

12 votes

Wire Mesh Generator

17 votes

Updated to version 1.04!

Script to generate a wire mesh.

Stone Placement Tools

251 votes

This script creates stone walls, quad stones pavements and irregular stone patterns for various uses. It's suitable for both realtime and production.

Hose

3 votes

MAXScript for build hose model.

Usage method: 

1 run Hose-1.0.0-en_US.mse.

2 create a spline in the Max view.

3 Click the "Pick Spline" button, and then pick the Spline. 

Helix

2 votes

功能介绍:

Helix for 3dsMax,是一款由#沐风课堂#用MAXScript脚本语言开发的3dsMax建模小工具,可以将任意弯曲形状的样条线一键转化为延该样条线路径上的螺旋样条线。

MAXScript for build helix spline.

Usage method: 

1 run Helix-1.0.0-en_US.mse.

2 create a spline in the Max view.

3 Click the "Pick Spline" button, and then pick the Spline. 

Bake vertex position from modifier stack

30 votes

I was wondering on how I could achieve a footstep-like effect on a mesh without some fancy softbody/physics/plugin-action, and I came up with this script. It basically bakes the vertex position from the modifierstack on each frame to a keyframed editable_poly object. It keyframes only the modified part of the mesh, and does not change it back, hence the "track-effect". See the example image:

example

 

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