3ds Max | All

Knot smooth

12 votes

Smooth out bezier knot handles. Try it - you might like it.

Character Animation Player

6 votes

A script that you can use to save and load named animation ranges. Great for playing up animation cycles without having to configure the timerange all the time.

Create_Poly_Snapshot.ms

1 vote

Use this script to create a snapshot of an object then bind the snapshot to the original object.

Multi-Render

4 votes

Renders all cameras in the scene with current render settings - sending the jobs to the Backburner Manager. Will need editing if you use a non 255.255.255.0 subnet mask.

Create Plate

3 votes

Create a reference plate on a plane with width and heightconstrained to the image proportions.

Get Hue Channel

4 votes

This utility simply extracts the hue channel of an image. What this means is that it takes the colors of the spectrum in RGB space (red-yellow-green-cyan-blue-magenta-red) and maps them to a grayscale image (black-white (or white-black - if You use 'Negate Result')) Wrapping of 360° Hue takes advantage of the fact that 360° is essentially the same as 0°.

Velocity Grapher

7 votes

This utility creates items in Track View enabling you to view the position velocity of up to 9 objects simultaneously.

RandomMapPhase

8 votes

Whichever material in the material editor you choose - this script will go in and find all maps within that material that have a phase variable and assign a random number to it. This is useful if say you have two rocks - both with the same texture on it that contains several levels of procedural noise.

Browse&Select

5 votes

"Serves as a files browser/selector - somewhat emulating Windows' file browse dialog. MAXScript didn't seem to provide this functionality - so I wrote this! This script is intended to be called by other scripts.
Extensions ONLY required for MAX 3.x - not version 4."

Rename mirrored Bones Script

0 votes

This script will rename '(mirrored)' bones to their respective naming. Be sure to name one side of your unmirrored bones first with this naming convention bone_L_bonename or if you are working on the right side bone_R_bonename.

Example:

** Common workflow for making bones/mirroring
1) bone_L_arm is prenamed before mirroring via the bone tools.

2) the bone is mirrored with the bone tools.

3) the new mirrored bone name looks like this: bone_L_arm(mirrored)

** The script is used here:
4) run the rename mirrored bones script with those mirrored bones selected

Syndicate content