3ds Max | All

WkAnimeland

3 votes

This script simulates the typical cartoon black outline around the target object by doubling and flipping its mesh. Some options can add noise to get funny results. If target object already has a lot of faces - it can become very heavy and may take time to render. If it doesn t have a lot of sharp angles - the other script - WkAnimeLandMaterial - is more adapted.

Inheritance_Position_Z_Toggle.ms

5 votes

Toggle Z Position Inheritance for the selected objects

RIB Manager

4 votes

This is a beta version of the script that allows to export MAX's scenes
into Renderman RIB files.

DOES NOT WORK IN MAX 6/7

Inheritance_Position_X_Off.ms

7 votes

Disable X Position Inheritance for the selected objects

Display By Category

2 votes

This script was requested by titane357 here: click

It will display objects based on their class. For example if the spline object is selected the script will hide all other objects and only the spline objects will remain visible in the viewports. If the light object is selected only the light objects will remain visible.

PoseKey tools

5 votes

The 'PoseKey tools' is a concept tool of animation - It use 3ds max's named selection sets to define which objects need be 'set a key' - very similar to 'set key mode' -but the benefit is it works on multiple set.

MAX-monitor

2 votes

MAXmonitor Utility - looks like it helps you see a render of progressive frames of an animation.

cameraFromPerspView

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.

Circle Scatter

2 votes

A Simple Script to Scatter Circles without Collision with (Time/Tries/Count) Limits .

UPDATE 1 :

  • Add Circular Scatter .

Expand Selection

5 votes

Lets you expand and synchronize both Vertex and Face selection in EditableMesh - MeshSelect and EditMesh. Selected vertices cause faces containing them to become selected - and vice-versa. Vertex selection causes the same selection to be transfered to Face

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