Tagged 'Tools'

MatchMover Scrubbing

3 votes

Lets you scrub a background movie sequence in realtime to match-move to a MAX scene. It works around the limitation of MAX which does not update while the time slider is dragged.

Reorder TrackView

9 votes

Reorder nodes in the TrackView tree display or sort the Node Database alphabetically.

PolygonCounter

10 votes

Counts faces and polygons of selected objects or the whole scene.

Unhide&Select

8 votes

Enhancement to standard 'Unhide by Name' dialog: Select the chosen objects upon unhide!

Poly Counter

5 votes

A simple multiobject poly counter. Select the object that you wish to count up and press the button. Results displayed in the prompt line.

Watcher

3 votes

Here you're - little value watcher in it's own floater. Think it will be usefull for all of you scripting people. You may watch any MXS values and statements - for ex.: 'x' - 'currentTime' - '$.pos' -'sceneMaterials[1].diffusecolor.keys[2].time' - etc.

CentrePivots

7 votes

Simple macroscript that centres the pivots of any selected objects. Intended as a toolbar button

CycleRefCoordsys

13 votes

Two simple scripts (in a zip) to facilitate cycling through the reference coordsys using hotkeys (the View - Screen - Local etc. dropdown). One script does the cycling - the other allows you to set up what it cycles through - so if you only want local and screen for a while - you can have just that. Evaluate them - and the hotkey them. It's almost surprising how much better the workflow feels.

Layer Manager

7 votes

Layer Manager is a utility that creates layer controls for 3D-Studio MAX. When Using Layer Manager - every object that is created within Max is placed on a Layer -
each object defaults to the World Layer. Each layer has it's own properties - and each object assumes the properties of the layer it exists on. Layers can easily be hidden - frozen or given an alternate material.

IWantMyMom!

7 votes

Selects all objects visible in the scene that are parented to the world (ie - that aren't linked to any other object). Useful for linking a set of objects to a dummy without destroying their original hierarchy.

Syndicate content