Tagged '3dmax'

ShutDownSave

3 votes

ShutDownSave V2.0 by 3dwannab (◣_◢) - 16/09/14

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Dev. by Stephen Sherry.

http://www.scriptspot.com/users/3dwannab

Free for all use and / or modification. If you modify the script, please mention my name, cheers. :)

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Render Tools

4 votes

Este pequeño script permite generar elementos de render automaticamente con solo presionar un boton. Algunos pases requieren de cierto conocimiento previo para su uso o inclusive de activar alguinas funciones ocultas de la aplicacion dependiendo de que version estemos usando. Point Position: para generar este pase van a necesitar activar una funcion que se encuentra oculta, que mas abajo explicare, este pase es recomndable guardarlo en 32 Bits al igual que el Zdepth.

Stretchy Bones Converter

1 vote

Script for automating the process of getting 3dsMax's native stretchy bones into any game engine: creating a separate de-hierarchized bone structure that follows the motion of the base bone structure and automatically migrating skin weights on a mesh to those new bones.

USAGE:
Select the bones that you want to be affected with "Pick bones" button.
Select the affected mesh with a skin modifier with "Pick skinned object" button.
Press "Convert and reskin" button.

IMPORTANT:

Bake Splines Animation

0 votes

Bakes the animation of one or more selected shapes to vertex animation, with a series of options.

Set: animation range (start/end), sample rate, action over original shapes (hide/delete/none).

Support for: modifiers animation / hierarchy animation / transform (position/rotation/scale) animation.
Pending support for space warp animation.

Compatible with 3dsMax 2012 and higher.

Wirecolor to Material

0 votes

Wirecolor to Material

Description

Automatically create and assign materials from objects’ wirecolor.

World-Space to Local Animation

1 vote

Bakes an objest's World-Space/Space Warp animation to a copy, using local Point Cache modifier. Then you can apply local modifers on top to continue animating the object's deformation locally.

Note: this is a preliminary version. It saves always a temporary .xml file for the Point Cache, wich you can rename, relocate and reload, to preserve it. In future versions, this could be set at the script’s UI by the user.

Compatible with 3dsMax 2012 and higher.

Multimaterial from Files

0 votes

The script lets you pick multiple image files from your drive and creates one material per file, with the image assigned as diffuse texture, and builds a multimaterial with all of them. Then assigns the multimaterial to the selected objects.

Showcaser

0 votes

Showcaser

0 votes

Showcaser

0 votes

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