Tagged 'Scripts'

External MaxScript IDE

View Follow

just try to mimic biped's inplace mode for animation.
this tool applies to current selection.
you'll notice the viewport flickering but it's useful for some animation works.

AutoMorpherController

It helps the user to quickly create controllers for character's facial animation. It creates them and links with morpher channels.

Just 4 steps:
1) Pick Character.
2) Set the morph you want in each slot.
3) Choose controller type
4) Name Controller, Press Create.

Additionally, you can use "Reset Channels" button if you want to reset your morph modifier channels after creating controllers to erase expressions.

Feedback will be appreciated.

Done in 3ds Max 2012

CorVex

CorVex is a scripted geometry plugin for 3ds Max aimed at quickly building game level layout and walls. It offers convenient planar mapping controls for geometry that is controlled by spline bases.

CorVex

On sale for $10.

AfterFX Data Exporter

3dsMax to After Exporter.

Generates a .jsx that must be run from AfterFX>File>Run script. Creates appropriately sized comp and layers.
Exports: Cameras, lights, and planes as AfterFX objects. All others as nulls.
Export size based on smallest HD screen/projector. Optional manual scaling.

Viewport Auto-Snap

Viewport Auto-Snap automatically changes the current snapping degree (3D - 2.5D - 2D) based on the current viewport.

For full instructions refer to the manual.

Quick Ambient Occlusion (Mental Ray) 1.5

qao1.5

 

This simple and fun script creates a fast Ambient Occlusion. It should be used with Mental Ray. The operation is non-destructive, so you do not loose the original settings. I hope it can help you! :) Enjoy!

Auto ProOptimizer

Auto ProOptimizer Add 3Ds Max ProOptimizer Modifier plus some more parameters that make "Vertex %" change automatically by distance of object from camera.

Batch Camera Render

You can also try new beta of Batch Camera Render 2 - multiple setting for one camera and new render submit procedure.

This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you can specify rendering parameters - frame size, frame number, output path - directly to camera object, so every camera in scene 'knows' what it intended to render. Additional functionality is Lighting Assignment - you can specify which light will be turn on or off for selected camera during the rendering.

This bug fixed - http://www.scriptspot.com/3ds-max/scripts/batch-camera-render#comment-15090

Pinocchio Skinning UI

simple ui for pinocchio skinning.
first download the binary and check out the restrictions at http://www.mit.edu/~ibaran/autorig/pinocchio.html

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