3ds Max | Scripts

Loop Regularizer

69 votes

Rearranges loops in regular n-gons.

" Faceengine " facial bone creator for 3ds max facial animations

7 votes

FACEENGINE TUTORIAL

To run the facial script :

1- Un-rar the "faceengine.rar" into your 3ds max programm folder.
for example ,

c:\program files\3ds max\faceengine

2-in 3ds max environment , run the "vertex recorder" script, if you have problems like " runtime error ..." , you need to run "3ds max.exe" as administrator , and re-run this script

3-With first button , select your 3d head model

4-With second button , select the vertices one by one according
to the visual quide on script window ( red dot on the quide model ) ,

StrTools

4 votes

Quick tools in one place for ArchViz.

Vertex welder

2 votes

Apply with one clic a vertex weld on an editpoly, with a 0.001 threshold.

No matter if there are some modifier.

vertex weld

If you want to change the default position of the script window, edit the .ms and change [x,y] values of pos:[85,385] .

Drag & Drop Reference Images

11 votes

Fountain Animation Tools (F-Tools)

214 votes

 

About FTools.script in English:
http://www.fountain-tools.com/en/service/ftools-script-info/

Manual in English:
http://www.fountain-tools.com/downloads/6

Explode Spline Elements

0 votes

A small tool for quickly exploding all selected splines and shapes elements into separate objects. Support for turning on and off Undo for speeding up the process.

SplineFollow

1 vote

 

xNormal Batch Baker

0 votes

xNormal Batch Baker for 3ds Max - Version BETA 1.3

xNormal Batch Baker tool for 3ds Max.

This tool will help 3D artist to improve the workflow between 3ds Max and xNormal baking maps.

Main Features

Modifier Auto-Select

46 votes

This is a tool I put together because sometimes you have to work with modifiers on multiple nodes and the modifiers aren't at the very top of the stack. You’re constantly having to select the node and then selecting the proper modifier. Prime example of this is when you have a turbosmooths on top of all of your geometry while you are either skinning or modelling. It would be much easier, and save quite a bit of time, if every time you selected a node you just automatically were on the skin modifier or edit poly modifier.

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