Tagged 'General Scripting'

vertices dot not showing as circle

Hello,

I am running 3DS Max 2009 and I have been struggling with vertices not showing as circles. my system is Windows 11 and VGA is Nivida 2080.
I have tried everything that I can think of but nothing works if I click the show vertices as circles they show but as soon as I move around the screen or move the mouse they disappear. I have tried the compatibility setting and that didn't work.
so please if anyone can help me with this matter that would be great.

see the attached screenshots
1 when I first open max and create the sphere
2. after going to the edit poly

script for deleting empty layers

Hi guys

I tried to use chat GPT for this simple script as im no progframmer - couldnt get it done.
Can someone know how to create a simple script like this?

Much appreciated - many thanks if someone could help out

menuMan in 3ds Max 2025

I'm used to install some scripts directly in the Quad Menu but since max 2025 it seems like they've removed "menuMan" functionality, even it's page on the documentation it's gone (I was used to refeer to this: https://help.autodesk.com/view/MAXDEV/2024/ENU/?guid=GUID-258F6015-6B45-... )

Anyone else has encountred this problem or it's just me? And have anybody figured out how to access the quad menu via maxscript?

Rotation control

Hi.
I want to control the Speed of a rotating object like helicopter blades.
I know the right way is animate that but is there anyway to control the Speed of rotation with a parameter?.
I tried the multiplier curve and also the rotation expression like ( parameter*S or NT or F) both method lead to a problem. The rotation reverse when I set the parameter to zero .
Because both of them control the value of rotation not the timing of rotation.
How control the timing of animation?
Thanks
For more information please watch this video
https://youtu.be/u2I5gVwYSig?si=kUfl1YQd-GqMVpMY

Implement mesh in maxscript where every face has its own color

I would like to implement a mesh in maxsript where every face has its own color value, absolutely not related to any vertex colors. If I select a face the coresponding color value should be shown and it should be posible to edit it. If faces are deleted or added the coresponding color values should be also deleted or added.
First I was thinking of a scripted plugin which extends editable mesh, but as far I read extending editable mesh doesnt really work.

Grab Viewport in 8K

There was a script that allowed taking screenshots at a resolution higher than the screen resolution, but it is no longer available, and the download link is not working anymore.

Would it be possible to recreate this script for Max 2024 and later versions?

Lets keep it simple - no UI, simply 8K resolution (7680×4320px), not including viewport menus, statistics, or other overlays.

Thank you very much!

Gradient ramp map blur and blur_offset value set

Hello,

I am trying to all scene gradient ramp map blur value = 1 and blur_offset value = 0
but getting error
can anyone correct the script

THANKS

(
fn gradientBlur class:Gradient_Ramp =
(
	if selection.count != 0 do
	(
	node = getClassInstances class
	if node.count > 0 do
		for map in node do
			map.coords.blur = 1.0
	)
	(
	node = getClassInstances class
	if node.count > 0 do
		for map in node do
			map.coords.Blur_Offset = 0
	)
)
gradientBlur()
)

glTF material - change values for all selected materials or default settings

I have 877 materials in a very large file and I'm testing some software that uses glTF materials. According to the documentation, when there is no texture map in the roughness slot it's default value is 0 (mirror-like). If a texture is added it switches to a value of 1. The problem is that using the scene converter sets all the material's roughness to 0, so everything is shiny by default, which is stupid. Is there a way to switch that value to 1 for all selected materials at the same time? Or is there a way to change the default to 1 when converting to glTF instead of 0?

Distributing group instancies

Hello. I'm making a script which should distribute a group of objects by the polygons of another object. But I'm getting an issue. All the objects in the group are placed at the same point, while I would like them to behave like a single object.

Is there a way to fix it somehow? 

   -- Event handler for the "Distribute" button click
    on distributeButton pressed do
    (
        local targetObject = getNodeByName(addPlaceOnObjectButton.text)
        if targetObject != undefined do
        (

Add functions to the script SimonScripts-VrayColorCorrect_V1

Hi, I try to add functions to this script (https://www.scriptspot.com/3ds-max/scripts/vraymtl-color-correction), but it doesn't work, help pls
....
local createColorCorrection = on
local matDiffArr = #()
local matTransArr = #()
local matBumpArr = #()
local matglossArr = #()
local matIllumArr = #()
local matOpacArr = #()
local trans = TranslcencyCheckbox.checked
local diff = DiffuseCheckbox.checked
local bump = BumpCheckbox.checked
local gloss = GlossinessCheckbox.checked
local selfillum = SelfIllumChekbox.checked

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