Tagged 'Cameras'

Camera Animator

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.

Render Cameras

9 votes

Renders the current frame or the entire animation range from each camera in your scene.

Cycle Cameras

11 votes

Cycle through all cameras in a scene.

Blinders

6 votes

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.

CamMgr

6 votes

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.

RT Camera Editor

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."

FreeToTarget

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.

TerraCamOut

4 votes

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

WkSequenceManager

5 votes

"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.

FPSmove

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)."

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