link

ParentiZe

7
votes

This is "my" first script! I haven't actually coded it, just had the idea after being obsessed with the Tentacle script and therefore "assembled" parentiZe. The actual code is created by *Anubis* and the installer was made by *Moustafis Nick*.

***Parentize***

Hierarchy State

5
votes

Hierarchy State

Good for backup/restore scene objects hierarchy

Outliner

37
votes

Distance Linker

1
vote

Compares two sets of objects, linking objects in "child" set to the nearest object in the "parent" set... pretty simple!

1. Select set to be children and run script or press refresh children.
2. Select set to be parents and press refresh parents
3. Press "Parent"

*4. You can also press "select objs w/o children" to select any objects left in the parent list with no children (can happen if it's far enough away that it's not the closest to any object in the child set.)

DistanceLinker

Ray Parent

1
vote

Based on Neil Blevins' object planter. This script allows you to select two sets of objects and plant / parent them to another set of geometry that is "below" it. Ideal use: you have a bunch of props and need to plant/parent them onto multiple ground pieces... you can select all the trees, select all the ground pieces, and it'll automatically parent to the object below it.

Notes:
*Sometimes it will parent to wrong objects... i find that a reset xform on the parent objects help.

Linker

8
votes


Linker - MAX script allows to create hierarchical linkage between two objects linking them as child to parent. This script was created for easy linkage Biped bones with bounding box objects of these bones.

v1.2.0 (19.12.2008) - Added new collection method "Selected Chain To Buffer"
- Added possibility select in scene childs and parents objects which collected in buffer.

gizmoControl

7
votes

gizmoControl UI screenshot
This macroscript (to be found in the "MB Tools" category after executing the .mcr) will allow you to link the transformation of a modifier gizmo to some other scene object. Afterwards, the gizmo will always be fully aligned to that other scene object, which can be freely animated by any kind of controller and linked to any other scene node. In some way this is very similar to World Space Modifiers but it works for any kind of modifier gizmo.

This tool can be very useful for creating complex modifier animations, for example animating a Slice modifier's plane along a path, attaching a UVW Map modfier to some animated helper object, transforming a Displace modifier with some other object, or having an extra node control the- symmety plane of a Symmetry modifier.

Syndicate content