Tagged 'Scripts'

PolyDamage for 3dsMax

7 votes

PolyDamage plugin is a tool to quickly add damage and imperfections to models. Nothing is perfect in real life, so adding damage to your models make them look more realistic. PolyDamage is a quick alternative to manually sculpting damage with other software packages. PolyDamage adds an extra realism to concrete walls, grounds, stones, columns. PolyDamage quickly adds damage to corners and edges.

Modifier Modifier Zorb

280 votes

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

Reset Material Editor

2 votes

LiveMeasure

12 votes

Measure and show edges length, segments length and faces area in real time. Work with Splines, Editable_Poly and  Editable_mesh objects and Edit_Poly modifier.
--        In Polygon/Element sub-object level will show the selected faces area in generic units only.
--        In Edge/Border sub-object level will show the length of selected edges in user defined units.

SimplyMaps

14 votes

Overview:
A simple tool to render out top down maps from 3dsmax. An ideal way utilizing the tool would be in creating tilable textures. Besides tilable textures, this will help in overlaying additional small scale details on already made in-game meshes in a much more straight forward fashion.

How to Install

UI:

V-RayMtl Converter

163 votes

V-RayMtl Converter 3.0

V-RayMtl Converter - the very useful professional tool for automating such a time-consuming process as converting of materials, maps, lights, cameras, proxy, modifiers etc. from different renderer engines (currently supported: Scanline (Standard), Raytrace, Autodesk Material, Architectural, mrArch&Design, Physical Material, Corona, NVIDIA iray (unofficial), fr-Advanced, Brazil Advanced) to V-Ray, as well as to reverse the conversion of V-Ray materials to Standard materials (which is very useful for game developers, 3d modelers, etc). Since version 3.998, the ability to batch convert materials in multiple * .max files has become available.

Current verion: 3.998:

  • added batch materials conversion mode for multiple .max files to "Material Conversion" section.
  • added a function to handle possible errors during batch conversion of materials with writing to a temporary log file when they occur.
  • removed some conversion options to V-Ray: enable or disable converting Blend, Shellac and DoubleSided materials. Now these materials are always converted to V-Ray by default.
  • some changes have been made to the UI in the "Material Conversion" section for a more comfortable perception.

View full changelog

Viewport Align

18 votes

Rotates your top view to your selection. Go to top view, select 1 edge or 2 verts, run the script (and switch to coordinate system "screen" if you like). Click once to align horizontal, click again to align vertical. Good for architectural modeling with non-orthogonal walls.

 

UniRemover

23 votes

And all this works by single button

v.9.62 Fixed some bugs

Transform pivot point with a matrix3 tm

0 votes

I wrote this function a while ago for an exporter tool, where I needed to align the pivot of collisions objects with the transform of the master object. I couldn't find another way to "affect pivot only" (as in the UI) using maxscript, It will set the .transform (a.k.a. the pivot point) of a node to the provided matrix3. It gives more possibilities than the standard "affect pivot only:" from the user interface, as you have full control of the transformation matrix. Here's the function:

<code>

fn setTM obj tm =

(

Lform

8 votes

"Resets the various things reset x-form does - but independently - and /or jointly. It works with hierchy's - but only if children in the hierchy are selected also."

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