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Submitted by Michiel Quist on Fri, 2006-10-20 20:45
12
votes
This script creates a new animated camera that animates along the scene cameras. Every position and rotation is stored in an animation key. It lets you render a number of cameras without making numerous network renderjobs or having to set up the video post every time.
Helps with projects such as ride films - where there's a lot of geometry that gets processed needlessly. Basically - if an object isn't visible to the camera at a given frame - (like you've already passed it and it's behind the camera now) it's still getting analyzed during the preparing objects stage - wasting render time.
Manage camera/viewport.
- Dynamically builds a UI listing all target and free cameras.
- Allows camera selection, setting active viewport to any camera, cycling active viewport thru cameras, and dollying any camera.
Submitted by Claes Wikdahl on Fri, 2006-10-20 20:45
4
votes
"This here is a script for editing cameracuts realtime in max. I know there are a few out there but this works a little bit differently. As it is also written for in-house production there are some known whatnot to do's. The cwi_rt_edit_2_res.mcr simply resets any (i hope...) errors rt edit has caused. Use at own risk... Written for r3.1 and not tested on r4."
Submitted by James Coulter on Fri, 2006-10-20 20:45
9
votes
Creates an animated Target Camera based on an animated Free camera version 1.04 works with both MAX 4 & MAX 5 - and adds position memory for the dialog.
This exports a max camera to a terragen script. The interface has some information about how to use it. (After you render your terragen sequence with this - you can re-project the renders in max onto your imported terragen mesh and render motion blur.) Interface snapshot
"The purpose of this script is to facilitate the use of several cameras in a scene. For every part of the animation to be rendered - we associate a sequence - which is defined by a name - a time range - a camera - an index and a path to save the corresponding rendered frames.
Submitted by Ofer Zelichover on Fri, 2006-10-20 20:45
6
votes
"FPSmove is a set of macroscript that allow you to simulate an FPS game movement inseide max. After you select the camera you wish to use in the FPSmove Floater - you can use the macroscripts to move that camera (you can assign the macroscripts to key for easy movement)."