Controllers

AddPRSKeys

GUI

A script requested in the forum.
Useful for some game engines.

Enjoy

Mirror Animation Modifier

Mirror position/rotation animation tool written as modifier.

Mirror Animation

Dups Instancer

Instance duplicate nodes, materials, texture maps, modifiers, controllers.

Dups Instancer

Copy \ Paste Biped animation

Quick copy and paste Biped animation to another biped from one instance of max and paste them into another.

History:
Copy/Paste Biped Animation V 1.0
- Main idea Tools.
- macroscript file.

Updated :
Copy/Paste Biped Animation V 2.0
- Added some option for copy or paste.
- Added paste replace or merge bip motion as option.
- Added a switcher merge option UI.

Non-Destructive Freeze Transform

Freeze and/or zero-out transforms on objects while keeping all existing controllers in-tact. This means any existing constraints, script controllers, expression controllers, noise controllers, etc., will still be there afterwards.

Add_Position_Constraint_No_Offset.ms

This script adds a position constraint to your currently selected object.

Add_LookAt_Controller.ms

This script allows you to take a selected object and add a lootat controller by dragging to the object you want to attach to

Add_LookAt_And_Upnode_Target.ms

This script allows you to add a LookAt constraint then pick the upnode for that constraint.

WarpToggle

WarpToggle creates a small floater with 2 buttons to either turn on - or turn off all space warp bindings. You have a choice of operating on either all objects - or only on selected objects. Very handy for speeding up viewport interaction if you are warping many or complex objects. Turn off the warps 'till you need em! Seems to work fine in Max v.7 - 2008, have not yet tested with Max2009, though it is a simple script, and should be OK.

keyData recorder

Record all keyData in an external file for all selected objects in a scene and then load the keyData whenever necessary. Specify the frame range in which to record key data and also specify the frame in which to begin loading the key data.