Time Range Manager

27 votes
Date Updated: 
Author Name: 
Lorne Brooks

Allows you to edit and save a collection of named time ranges and access them via a dropdown list to change the scene time range based on their time settings.

Ranges are stored as a collection called sets. Multiple sets are then stored as a collection called projects.

The data is stored in INI files and so makes it independent of any maxfile.

There's also a compact option by clicking the thin bar above the ranges list.


See online guide in links section. 


Compact Mode



Additional features include:

Time Tags

Edit scene time tags using the ranges data and transfer this data between scene time tags, loaded ranges or a text file for easy name editing. Create time tags using the interface in the format name [space] startTime [dash] endTime by typing a sequence name, dragging the time slider then clicking Start, drag again and End.


FBX Export Animations

Export animations to FBX format using either the currently loaded Ranges or Time Tags as the source for the exported animation name and time range. Both options allow for exporting either the whole scene (if nothing is selected) or by selection. The output files will be saved to the current Max scene folder.

Optionally choose some exposed FBX settings via a separate dialog.

Note: FBX will always attempt use the keys set on the selection which will override any time range you've set or specified in the time tags - as keys may exist outside of the range. For this function to work correctly, you should animate your rig indirectly by constraining the export bones to other control objects that receive animation data. This way when you select the export bones (that your mesh may be skinned to), they won't have keys directly on them and FBX will use whatever time range is set instead.


Separate Maxfiles

Split a composite maxfile animation (many sequences one after another) into separate maxfiles based on stored ranges or time tags. The script will remove all keys on selected objects either side of a specific range then move the remaining keys within the range to start at frame 0. The time range will then be adjusted to fit and a new maxfile saved into the same scene folder as the original composite animation file.

Note: Only tested on regular controllers, CAT rigs and Biped. The use of expressions, constraints, or parameteric controllers may not work.


Camera Switching

Cameras in the scene will be recognized by the ranges dropdown list, based on a range name prefix matching the camera name.

The currently selected viewport will switch to the camera (if available) automatically.

For example:

Camera names - Cam1,  Cam 2 and Cam3



Latest Updates:

Version 2.8;

- Added a toolbar icon.

- Added a link to the online guide in the About section.

- Updated FBX export settings to Max 2023.


Additional Info: 

The script can be found in category “LB Tools”.


Drag the MZP file into your Max viewport.

Files will be copied to...





Version Requirement: 
3dsmax 2019-2023
lbtools_time_range_manager.mzp20.2 KB


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
lbrooks's picture

Updated installer

Have re-uploaded the installer with missing button image that resulted in script crashing on start. No other changes.

Lorne Brooks

Mike Truly's picture

Lorne, Thanks again for this


Thanks again for this great tool!

I just now saw that you've updated the tool and so far, it seems to work great! I really appreciate it!

Thanks again.


Mike Truly
Truly Media

lbrooks's picture

Re: Time Range Manager UI

Hi Mike,

I'm glad you're finding the script useful.

I've put a new version up with some UI changes that will hopefully make it a lot easier to find the range selection list (yes, it was a bit cluttered before).

Unfortunately, it doesn't seem like it's possible to change the drop-down list color, so I opted for a bright border instead. I also decided to put all the range editing buttons under the one rollout, to isolate and emphasize the range selection.

Also, the UI should now remember it's last monitor location even after restarting Max.


Lorne Brooks

Mike Truly's picture

Time Range Manager UI

Thanks again for this great tool!

Couple things I'd love to see.

1. I want the TRM dialog to always remember it's screen position when I open it. (I use a 4 monitor system so it's critical that dialogs always open in the same place).

2. I would like to see the Time Range Selector slot background color tinted to a color other than white such as Lt Green or Lt Yellow so that when I glace over at the dialog, I can instantly tell where the most important slot is... the one that let's me select different time ranges!).

Thanks again.

Mike Truly


Mike Truly
Truly Media

Mike Truly's picture

Thank You!

Thanks for this awesome tool!


Mike Truly
Truly Media

lbrooks's picture

Re: FBX 2016??

I've added support for version 2016 and I exposed some more FBX settings to a separate dialog. The FBX animation settings for the name and range are controlled by the manager, as they are based off the loaded ranges or time tags.

Lorne Brooks

dukewewe's picture

FBX 2016??

no FBX 2016 ?
and more setting FBX export


freemanpro's picture

Alternative Run

hi.. thx for best script.. How i get .mcr file to load this script without post it in startup . thx

ok i done it..

I added a little under the exporter to discharge under the engine. in this script it was not difficult to do . thank you very much for the script.

example :


atanguay's picture

Super Handy! Thanks!

What an incredibly handy script...thank you!

I have 32 cameras in a scene and need to bop between them while setting up renders. This makes setting their proper ranges a breeze.

If I had one suggestion, it would be the ability to tie a camera to a range so that the range would set as well as the appropriate camera. Just an idea really...it's still an indispensable script.

lbrooks's picture

Re: The script is really cool


I've added the ability to split up sequences into new maxfiles using tags or store ranges. It will remove the keys either side of the range and move the remaining keys to start at 0.

I've only tested this on simple cases like, regular animated objects (directly keyed), human CAT rigs and standard Biped. If you're using more complex rig setups including constraints, expressions, parametric controllers (like noise), etc - then the script may not work for those cases, as it requires "normal" controller keys to move.

Let me know if this suits your needs.

Lorne Brooks

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.