Tagged 'fx'

Fume Object Source Manager

19 votes

Rollouts for duplicating and managing multiple object sources since you can't instance object sources (because you can only have one object per source)

*Can duplicate object source and assign objects to selected geometry automatically
*Optionally add new sources to fume grid obj/src list
*Contains all functionality of the object src modify panel

Fume Src Manager

Create Animation Bounding Box

15 votes

Script I built to work with Fume FX, but can probably be used for many other things.
The idea is that I wanted to roughly work out the entire dimensions of a characters animation, so a bounding box - of the entire animation.
Lets say I have a character running, and jumping, and falling over - and I want him to be on fire, this tool will track all of the dimensions of the character for the entire animation duration and build a bounding box representing the exact area he's covered.
This way I can create a fairly accurate Fume FX container that isn't wasting space.

Maxscript basics #4 - Superstrings + Automation

12 votes

Demonstration of superstrings and automating tasks

Maxscript basics #2 - loops, strings etc.

20 votes

Another introductory basic maxscript tutorial

Attaching objects to particles

25 votes

Tutorial on attaching objects to particles. Essentially using physical objects, but having particles drive their animation.


13 votes

Simple script for fume fx, if you wish to run a simulation, and after the sim have it render it.
I wrote it just so if I'm going to lunch, I can crank up the detail on my sim, run the script - and whilst I am gone, it will simulate my fluids, and then render it out. And then when I get back to my desk I'll have a render ready to review of my simulation.

RayFire Tool

118 votes


RayFire Tool gives You the ability to shoot, destroy, demolish, ruin, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things You have always dreamed of to do in Max...



4 votes

Blubber is a simple tool for adding and controlling secondary motion using morph targets. Simply add morphs for up - forwards - and left - and Blubber will do the rest!

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