3ds Max | Scripts

MaxShell

1 vote

MaxShell creates an inner shell which can be used to hollow out the models. It is useful for reducing the volume of the model in case the model is 3D printed. 

Less volume means less material, faster printing and less cost. 

Attach to Surface

0 votes

Given and object and a surface, creates a surface-aligned helper and parents the object to it.

Stretchy Bones Converter

1 vote

Script for automating the process of getting 3dsMax's native stretchy bones into any game engine: creating a separate de-hierarchized bone structure that follows the motion of the base bone structure and automatically migrating skin weights on a mesh to those new bones.

USAGE:
Select the bones that you want to be affected with "Pick bones" button.
Select the affected mesh with a skin modifier with "Pick skinned object" button.
Press "Convert and reskin" button.

IMPORTANT:

Corona Proxy Switcher

0 votes

Select a bunch of objects and put unique nodes to a specified directory as separate max files with the related Corona-Proxy data saved next to it.
Istance copies will be replaced with the new CProxy object.
Get previously saved objects back to max whenever you wish.

User Interface

building creator

1 vote

Create block or buildings from splines with slabs. This script may create undesired results so use it carefully. Edit the closed splines to redefine the blocks

Corona Fix Albedo

1 vote

Checks scene materials for diffuse colors average value brighter than 230 and does and iteration of lowering red green and blue by 5. This does not affect hue and saturation only luminance. Pops out message to show which materials are fixed. Should be run several times until no message appears. This means no more materials with bright albedo have been detected. Works fast and stable but is quite rude on interface - sorry. Use on your own risk. Does not affect textures with bright albedo that have been used as diffuse.

Fstorm camera from view

1 vote

f storm camera from view, creates fstorm camera, and a standard one from view then switches from standard camer to fstorm.. you can do this manually but we got scripts..

.mcr file, find under fstorm category add to toolbar or .ms file drag and drop onto max viewport, or open .ms file and drag drop the selected content onto the toolbar and it will create a button for you

Biped Mass Markers

1 vote

A tool for visualising the projected lower and upper masses (pelvis and base of the neck respectively) in relation to the feet of a standard Biped rig. Markers between the feet show where the masses intersect, which may help with determining where the static weight is distributed when posing. It does not take into account motion dynamics and so is mainly used for when standing still. Additionally, when a foot is raised above the ground it's line markers turn blue. Likewise if lowered below the ground they turn red.

Rock Generator 2 2018

1 vote

Rock Generator V2 2018 Script for 3dsMax

This script generates procedural random shaped rocks both low poly and highpoly.
Lowpoly mesh matches too close to highpoly mesh so you can easily bake normal map from highpoly to lowpoly.
Lowpoly mesh is automatic relaxed uvw mapped.
Lowpoly mesh has clear non-overlapping uvs.
You can change advanced parameters or you can simply click "random seed" then click "generate detailed rock" it will give totally different results.
If you want to create same rock more than once, you can use same seed number to generate rock.

GridWork

2 votes

GridWork is a set of tools for working with grid based tiles of geometry. It primarily features things like offsetting objects by the spacing and direction of the current grid, moving shifted off selections of geometry back on the grid, and replacing uninstanced pieces of geometry with instances of a reference object.

 

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