Instance Tool

49 votes
Date Updated: 
Author Name: 
Matan Halberstadt

Instance tool analyze the geometry objects in the scene and finds groups of objects that could be represented as instances of one of them. Then the user can turn every group into actual instances and choose which object from the group will be preserved. The objects in the group are objects that have the same topology (could be morph targets of one another) and the difference between them could be described with transformation alone. After making a group into instances, all the objects in the group accept the master object will become instances of the master and a new transformation value (position rotation and scale) will be applied to transform them back to their original shape and orientation.


The advantages of using instances over just copies of objects are:

  1. It saves storage space.
  2. It saves memory.
  3. It saves render time.
  4. It saves work time (modifying one instance effect all of them, like uv mapping).



version 2.6

  • fix an error with corona scatter

version 2.5

  • fix for the "undefined to integer" error (tested and confirmed on 2019)
  • fix for issues with "preserve pivot"

version 2.4

  • Added Group by Material ID checkbox - if checked, only objects with the same material ID setup will be grouped as instances.
  • UI is now resizeable on the height axis.

version 2.3

  • Added Group by Scale checkbox - if checked, only objects with the same scale will be grouped as instances.
  • Added Group by Material checkbox - if checked, only objects with the same material will be grouped as instances.

 version 2.1

  • "-- Unknown property: "getName" in undefined" error message in early max versions is now fixed.

version 2.0

  • All mesh geomety is now supported including Editable mesh, Editable poly and primitives.



  1. Drag and drop the mzp file into the viewport, the tool will pop up.
  2. Go to Customize -> Customize user interface.. -> Toolbars tab
  3. Under the category "Snowball VFX" you will find the InstanceTool, drag it into a toolbal.
  4. Enjoy.



UI description:


  • Get groups Button: analyze the scence and collect the potential groups. In no objects are selected, the whole scene will be analized, but if there are selected objects, only groups containing at list 1 selected object will be created (this will take less time).
  • Tolerance Spinner: set the maximum distance alowed for every vertex of an object to move from it's original location in order to become instanced to another object.
  • Ignore hidden objects CheckBox: If checked, it will ignor hidden objects.
  • Random wirecolor per group CheckBox: if checked, every group will recieve a unified  random wirecolor.
  • Instance selected group Button: Make the selected group in the Groups listbox into instances of the master object.
  • Instance all groups Button: Make all groups into instances.
  • Groups ListBox: Shows all the found groups after the analyze is done, and let the user select a group. Double clicking the group will select the objects of the group in the scene.
  • Remove selected group Button: Delete the selected group from the list.
  • Group Membets ListBox: Shows the objects in the selected group. Selecting an object from the list will select it in the scene. Double clicking an object in the list will set it to be the master (the master is the object that has the prefix ">>" in the list. This is the object that will not be changed at all when instancing the group, all the other objects will become instances of it).
  • Remove selected Object Button: Delete the selected object from the group.
  • Attach selected group Button: Attach all the members of the selected group into one mesh.
  • Attach all groups Button: Attach all the groups, every group will become one mesh.
  • Detach selected objects Button: this option is only available if you are running snowball pipeline for now.
  • Select instances: Select all the instances of the selected objects in the scene.


Instance tool UI



Version Requirement: 
Tested on 3ds Max 2019
Video URL: 
instancetool_dragdrop.mzp110.32 KB
instancetool_help.pdf88.78 KB


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Matan's picture

Hi hypersapien, sorry for the

Hi hypersapien, sorry for the late answer.
I don't have Max 2017 so I can't test it out but I just updated the script with something that might just fix the issue. Please let me know if it now works

visit my portfolio at

hypersapien's picture

Me too

I also get the problem about "unidentified type: integer". Before I was using Max 2012 and had no problems, but recently I updated to Max 2017 and now this problem occurs.

The only work around I have found is to limit it to running the tool on smaller groups of objects at a time- rather than the entire scene all at once. It seems there is some object(s) in the scene that just break it, but I haven't been able to figure out which.

Medart123's picture

Love this!

This is a great tool. Thank you!

stevirt's picture

Saved my bacon!

Thanks a million! I had my son place a few thousand meshes in a scene. Had to be positioned just right so it was not a fast or easy task. At the end his file was over 350,000 mb. Ouch! I knew immediately that he had copied instead of instanced. There were only 4 different meshes, each with it's own material. I found this plugin and was very skeptical. It was fast and worked to perfection. New file size : 29,000 mb. Thanks again!!!

HalukOzkul's picture

error: Unable to convert

Hi Matan,

I tried using the v2.4 with default settings. The objects in the scene are editable mesh. I get this error message:

--Unable to convert: undefined to type: Integer

Do you know how to fix this? Thanks for your time, cheers.

instance_tool_error.jpg 42.88 KB
migero's picture

will it work on vray/corona

will it work on vray/corona proxy ?

hypersapien's picture

Non-Orthogonal matrix support

Hello, your script seems potentially amazing and a huge time-saver, but I am running into an issue:

I am making a scene to be exported to FBX and then into a game engine. Sometimes, when I use your instancing script it causes the effected objects to throw a "Warning: Non-orthogonal matrix support" error.

I've tested this as thoroughly as I can manage- I'll export clean geometry to FBX and it works fine, then I run this script and immediately try to export again, and now all the geometry that was re-instanced now has this error.

Is there any way to fix this? The only way I know how to fix non-orthogonal matrix problems is to apply reset x-form, which then breaks instances, so I'm back at square-one.

antomor's picture

script freeze

I try work with huge mesh objects, and script freeze and not response. I need close a 3ds max.
And script error with corona scatter object

Robert Y.'s picture


Yes it's works!, may be my 3D Max was hanging!

Matan's picture

mirroring should work

mirroring should work

visit my portfolio at

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