Modifier Modifier Zorb
v 2.9.03, Added property dialog filters. Save Property window position and size, Changed "coorinates" prop to "coords" to fixes Vray HDRI map
v 2.9.02: Added Octane and extra Final Render Lights to On/Off and Multiply Right click Menu
v 2.9.01: Added Multiply option to ALL modify properties window. Can now multiply existing values by a chosen value
v 2.8.03 Fixed Save preset bug (for plugins like ky_trails)
v 2.8.02 Fixed ini file bug stopping wondow for opening a 2nd time
v 2.8.00 Added Exclude text field for filtering by name. Editing Refrence targets Tab now working!!! This means you can mass edit FumeFX object settings such as speed multipliers and other FumeFX and TP properties that were previously impossible to edit!
Edit ALL modifiers, ALL objects, ALL Materials, All Controllers, ALL Shadow types and ALL atmospherics/Render Effects. Work in max from a "Class-centric" way rather than a per object way. Edit thousands of object's parameters, randomize thousands of seeds, enable thousands of modifiers and more with a few clicks!
General Features (applies to all modifiers, controllers, materails, shadows, atmos and render effects):
MASS EDIT: Mass edit one property on all nodes at once, You can specify an absolute value, a relative value, apply an absolute value to modify, or multiply a value
MASS RANDOMIZE: Randomize one property on all nodes at once
SELECT/DELETE BY CLASS: Select all objects with a meshsmooth, or all spheres or all objects with a path constraint etc
FULL INSTANCE/REFRENCE TOOLS: Make all objects/modifiers of a class or selection instances. Make Base object refrences. replace base objects with another obj (eg make all selected boxes an instance of a vrax proxie.) Available for Modifiers and Base objects only ATM.
LOAD/SAVE PRESETS: Load and save presets in xml format for modifiers, objects, etc.
Specific Features (Can be done to All or selected):
Modifiers: Enable, Disable, Enable in viewport, Disable in viewport.
PointCache Modifiers: Set ranges, Set path, Flush path, Reload, Record.
FumeFX: Simulate, Load settings
Lights: Turn all, selected, selected classes on or off. Multiply all light vlaues.
Xref Object: Merge object
Materials: Show/Hide In Viewport: Shows the material in the viewport. Doesnt work with texture maps yet.
Bitmap Gamma: Mass edit the bitmap load gamma settings. Choose auto or an overide value. Max 2014+
Spring Controller: Modifyspring controller settings (Needs its own section as springs are controlled differently with maxscript).
Merge Xref Controller: Merges All/Selected controllers
Example of a property window:
RightClick Menu for Modifiers:
RightClick Menu for Base Objects:
RightClick Menu for Materials:
RightClick Menu for Controllers:
RightClick Menu for Atmospherics:
Dialog Filtering:
Filter ON:
Filter Off:
FumeFX Load Settings Dialog:
Light Multiplier Dialog:
Spring Controller Dialog:
Link Info: Inherit window:
fR_Layer Settings window:
Download the 2013 version for 3dsMax 2013 and above.
Extract to 3Dsmax Dir.
Tool is located in the "Zorb Tools" category
Attachment | Size |
---|---|
ModifierModifierZorb_v2_B_0.32 max8.rar | 19.48 KB |
ModifierModifierZorb_v2.1.rar | 26.56 KB |
modifiermodifierzorb_v2.9.03.zip | 421.68 KB |
modifiermodifierzorb_v2.9.03_-_2013.zip | 425.47 KB |
Comments
Thanks for your comments! The
Thanks for your comments!
The script would have a hard time finding the right modifier unless I added a custom include/exclude string that you could set which would relate to having named the modifier with this string. I will look into this.
In reply to point 1 you should be able to do this by setting the 'Relative' spinner in the Properties Rollout then hitting 'A'.
I will try to add point 2 to the next version. Should not be too hard to add.
double Bend modifiers
Hi Jordan
Owesome script, I am just using for creating plants and etc, but I have one problem and one idea. :)
When I added two bend modifiers on my object your script could see and known just only one of those two modifiers. I would like to work with both. Is it possible?
ANd I have small idea. I have created fluffy tuft of grass by bend modifier. First step to create that tuft of grass was aply bend modifier with bend from 80-100 randomly. Then I have just selected stalks in the midle of tuft and applied value of the bend RELATIVELY. By this way i have created a tuft of grass prety quickly. But...then I wanted to copy my tuft of grass a and change the bend of every stalk slightly. But there is no way to do that. I have just wanted to create a second grass but a bit different. I can just + or - relatively the value od bend or add bend between 80 - 100 and start again the process of bending grass to the middle of tuft. That is a bit annoying.
1) So, it would be perfect, if there would be an option to change the angle of bend slightly on every randomly bended objects.
2) and how about setup some value "from - to" by the space position of the objects? For example: You need to create a tuft of grass. Stalks have to have diferent bend angle from 0 to 90 = from corner to middle of tuft.
BTW. Just now it saved me so much time!!!
Just a quick note on the new
Just a quick note on the new "Copy/Paste Modifier" Function.
As there is no access to the Max Copy Modifier clipboard the work flow can seem a bit reversed.
To copy a bend modifier from a cylinder to 50 teapots:
-Select the 50 teapots
-Run ModModZorb and choose "selected" and go to the "Base Object" tab
-Select the teapot in the list (you can select multiple items here) and right click and select "Copy/Paste Modifier..."
-From here you will be presented with a list of objects, expand the cylinder object and select the bend. This chooses which modifier to paste.
-Check whether you would like this modifier to be an instance of the original and press "Paste Modifiers to Objects"
-All your teapots will now have the bend modifier on the top of their stack
I can't believe that the
I can't believe that the first time i came across this script, not only did I not pay much attention to it, but I actually thought it was a pretty useless script. But not so long ago I used it to help me with a very complex scene and all I can say is that this script is golden! By far one of the most useful max scripts I've used in a long time. I almost feel ashamed I didn't realize it's value at first.
Thank you for the effort and time you've spent making our work easier!
Being able to delet maps or
Being able to delet maps or textures on all the scene would be a very nice feature, like deleting raytrace maps or dirt maps and better deleting missing maps, also may be renaming maps like the renaming tool.
Mahmoud ElAshry
No problems... Sorry about
No problems... Sorry about the delay in getting an update out, I have been a bit busy!
Thanks for making the ui
Thanks for making the ui resizable, that's very much appreciated :D
Defitnely the usefull script
Defitnely the usefull script I ever use....
thank Jordan.W.
Simply a must-have !! thanks
Simply a must-have !! thanks a lot for your efforts, Jordan :)
NicolasC
I was wondering if it would
I was wondering if it would be possible to change the script so that the display dialogue is not an auto fixed size. I find it really difficult to see all the entries after the script has initialized as the window is always slightly smaller the the list of entries.