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Submitted by Chris Johnson on Fri, 2006-10-20 20:45
7
votes
A Depth of Field Toy to play around with your 3dsMax camera. This script uses real world analoge camera f/stop - focal lenght and focal distance to visualise with the manual clipping feature from the maxcamera the the area of DOF. The script works with maxcameras - brazil camera and maxwell cameras.
When running (and on is pressed) will output a sequence of rendered images of whatever was in your camera view at the current interval time. Useful for outputing a sequential set of images showing the progress of you building your scene. Minimize the script (don't close it) to let it run without cluttering your view.
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)."
Submitted by Neil Blevins on Fri, 2006-10-20 20:45
6
votes
Outputs a sequence of rendered images of whatever was in your camera view at the current interval time. Useful for outputing a sequential set of images showing the progress of you building your scene.
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.
Submitted by Neil Blevins on Fri, 2006-10-20 20:45
6
votes
Changes an active perspective viewport into a camera viewport. It works with Brazil cameras - it'll also convert a camera view into a new camera view - and it'll let you put a safeframe automatically in when you run the script.
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.
Simulates camera shaking in earthquakes - explosions - etc.
Usage: take a good perspective view - go to frame where you want it to start and run the script. Now you have a new free Camera - Camera_Shaken01 - that has a procedural shake animation layered on position track.