3ds Max | Scripts


CorVex is a scripted geometry plugin for 3ds Max aimed at quickly building game level layout and walls. It offers convenient planar mapping controls for geometry that is controlled by spline bases.


On sale for $10.

Wall Worm Model Tools

Wall Worm is the complete Source Engine Pipeline. With extensive exporters, importers, model, material and level design tools, Wall Worm makes working with the Source Engine fun.

Read the new e-book: Hammered to the Max: A Hammer User's Guide to 3ds Max.

Copy and Paste Object Properties

This little script will help you transfer arbitrary properties from one object to another. All properties that you selected that have matching names and types in the destination nodes will get the property values of the source node. You also have the option of instancing the source value's controller across the updated properties.

copy and paste maxscript

Pivot Manager

drop All Here

This is another new idea. drop All Here is one drop window for many purposes :

 - drop multiple Max files to Merge and Auto-Relink
 - drop Max files with Assets to Merge and Relink
 - drop Max file to Open and Auto-Relink
 - drop Assets to Relink
 - drop Folders with assets. Script will find subfolders and all files to relink missing assets.
 - drop multiple DWG files to create grouped flrplans, elevations etc (named by file (00-CAD-elev-001 etc)

Fast Architecture


Fast Architecture 1.0 is a 3DS Max scripted Mesh plugin, usefull to make city backgrounds.

SciFi Pattern Generator

SciFi Pattern Generator v.1.1 ! Generate complex structures with a single click! (WATCH THE VIDEOS!) 

Nuts and Bolts

Nuts & Bolts

A new and improved version of Nuts & Bolts is now available for free download. Enjoy !


Rename mirrored Bones Script

This script will rename '(mirrored)' bones to their respective naming. Be sure to name one side of your unmirrored bones first with this naming convention bone_L_bonename or if you are working on the right side bone_R_bonename.


** Common workflow for making bones/mirroring
1) bone_L_arm is prenamed before mirroring via the bone tools.

2) the bone is mirrored with the bone tools.

3) the new mirrored bone name looks like this: bone_L_arm(mirrored)

** The script is used here:
4) run the rename mirrored bones script with those mirrored bones selected

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