Here is a collection of scrips and tools that I have written for 3DSMax over the years. These are free to use, and I have chosen to leave most, if not all of them un-encrypted so you can use and modify them for your own purposes. If you end up using them for something cool, i'd like to see!
Any feedback / bugs / suggestions or whatever, just email me here.
A script for saving out all the transfroms to after effects from 3ds Max. It can both do static or animated positions, and can output directly to the clipboard, or to a text file that has after effect keyframe data in it that can be copied and pasted into after effects.
The Lazy UVW editor is a way to procedurally create seamless textures without having to unwrap uvs. It accomplishes this by using multiple uvw channels to cover pinching, stretching, or seams of the basic uvw mapping options, and the resulting map may be baked down to one channel if desired.
!!!! now obsolete !!!!! Please use the transforms exporter.
A script for saving out positions from after effects. It can both do static or animated positions, and can output directly to the clipboard, or to a text file that has after effect keyframe data in it that can be copied and pasted into after effects.
Create various types of debris and rubble and load them into default particle systems. This is a usefull tool for creating a bunch of procedural geometry for effects or scene layout.
Ever need to modify a bunch of vRay materials at once? This is the way to do it. This loops through the scene materials and will do whatever you need done to them. This one has no UI, and needs to be modified per task, but is super easy to look at and use. Perhaps someday i'll make a proper release of this that has a proceduaral UI.
Collapse down the controler of an object in either local or world space. This will bake a keyframe on every frame. Excellent for tacking things down before they get passed down the pipe.
A bunch of little shortcuts and mini scrips that I use on a daily basis, many of these have no other home than in this toolbox, so it would be a good idea to check out the video for a bunch of the one-off scrips in here.
Use this script to globally controll the state of modifiers in your scene. You can set to whatever viewport / render mode that you want. This is usefull for keeping your scenes light by turning off all of the turbosmooths or subdivisions for example.
Lets you pin a point helper anywhere onto a deforming surface. It uses skinwrapping so it is advisable to bake out any transformations if the driving mesh could change topology or anything.
The hair and fur modifier does not accept animated texture maps in the diffuse slot. In a pinch I created a script that has a ghetto workaround. It will load a static file into the modifier, and then send a single frame render off to backburner, then iterate through the sequences