Tagged 'export'

WkXmlLibrary

66 votes

 

The purpose of this script is to give an easy and full access to XML files: creation, reading and modifications
It is intented to be used with the same flexibility as a library: instanciate the structure where you need it
in your code and use the member functions to manipulate the XML files.

WkXmlLibrary - A WerwacK script at www.werwackfx.com

This script strongly relies on the DotNet interface.

Wall Worm Model Tools

58 votes

 A Hammer User's Guide to 3ds Max Wall Worm is the complete Source Engine Pipeline. With extensive exporters, importers, model, material and level design tools, Wall Worm makes working with the Source Engine fun.

Key Features

    maxFX scene

    48 votes

    SINCE I HAVE NO PLANS OF DEVELOPING THIS SCRIPT FURTHER THE SOURCE IS PROVIDED UNENCRYPTED "AS IS" FOR DOWNLOAD HERE:
    http://www.ntashev.com/resources/Scripts/raw_scripts/

    Anyone who has enough knowledge in MaxScript is encouraged to update it and, hopefully, share it with the community :)

    Fixes UVW mapping imported in 3ds max from maya

    38 votes

    hi all

    this was done for a very certain task...
    i'm working with team mates who work in maya platform while most of the work is done by 3ds max and it plugins..and i work on both but better at 3ds max..

    If you ever tried to export an FBX file from maya to max you will suffer from two or three basic things,
    1: all materials are phong with high specular
    2: some maps were defined in maya in som way that max understands them as maps with map channel != 1,then the need a uvw mapping
    3: some faces problems
    -----
    fixing these in a very big scene could be very painful

    Mass exporting of selected objects in 3dsmax

    35 votes

    '

    V1_6:
    Update to support 3dsmax 2018

    New Features
    -- Settings in the util are stored in a ini file, so they are kept when you quit the util
    -- I added a reset ini button so you can go back to the default settings
    -- A simple button that selects all visible objects
    -- I also made the outputPath button show the current outputPath..

    My first version of this script was created to simplify the process of exporting many objects from one 3dsmax scene into separate obj files.

    max2nuke

    32 votes

    max2nuke exchanges animation data between 3ds max and nuke using chanfile data. cameras, axis or transform-geo supported.

    worked for free cameras (with or without transform reset) and target cameras.

    exports obj sequences to bring mesh animation to nuke 4.8 and higher

    nodes can be copied from max and pasted to nuke (which is more comfortable and lots of additional data can be copied)

    vray cam focal length is now correctly calculated in relation to focus distance

    Batch Export/Import

    27 votes

    This is a free script, for non commercial use.

    This is the perfect script to transfer your models from 3ds Max to ZBrush/Unity/UDK/...
    Basically it batch exports objects to multiple files.
    Supported formats : max, obj, fbx, 3ds, ase, dwf, dwg, dxf, dae, nif.

    BFF-2007

    27 votes

    Original code by Borislav Petrov.
    3DsMax 9 modify by Raúl Ortega Palacios.

    This script convert .max files to older max versions.
    Thanks Borislav, is very powerfull but there isn't work in 3dsmax 9.
    This version solve the paths and the back-slash problems in max 9.

    Best Regards.

    Time Range Manager

    27 votes

    Allows you to edit and save a collection of named time ranges and access them via a dropdown list to change the scene time range based on their time settings.

    Ranges are stored as a collection called sets. Multiple sets are then stored as a collection called projects.

    The data is stored in INI files and so makes it independent of any maxfile.

    There's also a compact option by clicking the thin bar above the ranges list.

     

    Additional features include:

    max2afx_TrackData_Exp

    21 votes

    max2afx UI

    Export the motion data of any object from 3D Studio to After Effects without rendering, postproduction tracking etc.

    The workflow can be seen here (~30MB Quick Time):

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