Name/Purpose |
Description |
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Asset Manager Prepare and Manage Art Assets |
This script was designed to
provide an intuitive and fast way to process, edit, export, interact with
perforce, and track all data necessary for accurate handling of max files
and their corresponding exported data. |
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Weapon/Suit Merger Add suits or weapons to character rigs |
Browse a visual catalog of suits or weapons and add them to your animated rig from another
max file with skinning transfer and automated linking. |
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Male Rig UI Script UI for Male Rig |
Aids for viewing, selecting, and animating the player character. |
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Weapon Point Helper Tool Add Point Helpers for game attachments |
Add point helpers to weapons to define muzzle placement, mod attachment position, orientation, and scale. |
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Maxscript Launcher Browse and launch maxscripts |
Launch updated maxscripts from a common source controlled or network drive.
Scripts are sorted by type. A short descriptive summary is displayed for each script. Help buttons link to tutorials
or additional usage movies. Remembers favorites and last used script. |
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Paperdoll Script Dress characters |
This script takes two or three player
clothing sets and allows quick assembly of different wardobe combinations.
This script works on editable poly or editable mesh objects with their material
id's specifying each suit piece. |
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Wardrobe Seam Checker/Fixer Fix seams between suit components |
This maxscript checks suit seams and reports if all verts are in the right
positions and have proper skin weighting applied to result in a seamless joining of different suit pieces. It generates a
report and prompts you if you wish for it to move verts that are within a certain tolerance to their desired positions. |
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Set Material ID by UV Coordinates Auto assign material ID by UV coordinates |
This maxscript sets
material ID's for editable mesh and editable poly models based on the texture
UV coordinates applied to each face. The script works on the entire model
or on selected faces. A configurable ini file defines each rectangular UV
region and their corresponding material ID. |
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Trajectory Tools Show paths for any animated object |
Animation aid to show paths for objects
that paths were disabled for in Max versions or required going into the
Biped Panel. Parents a point helper to the object and toggles paths on or
off depending on the selection state of the bonelist displayed in the script. |
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Process texture tga files Use NVIDIA nvcompress to generate dds files |
This script takes individual
or a directory containing tga files and creates the proper game texture
xml settings and generates the proper dds files by checking naming conventions
as well as the presence of an alpha channel. DDS generation is provided
through the NVIDIA nvcompress.exe. |
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Polycrowder Populate stadiums with random looking crowd |
PolyCrowder creates randomly textured, evenly
spaced rows of crowd on inclined 4-sided polygons of any shape. Crowd can
be generated as texture mapped planes with the option of a tri-fold billboard
for front rows (provides a lap for the people). Individuals can also be
represented as singe face dummy objects or any selected object in the scene
can be used instead (actual 3d people if desired). Textures are randomized
by material ID as well as shifting of U and V texture coordinates. |
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Viewport Shade Max viewport HLSL shader |
Written to support diffuse, specular, gloss, and normal maps and up to 3 lights in the Max viewport. |
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Textures from layers Export textures from Photoshop layers. Javascript |
This javascript is designed
to take a layered PSD file and generate source tga's, game xml texture settings,
and dds files based on the layers present and their names. The script also
interacts with Perforce and DDS generation is provided through the NVIDIA
nvcompress.exe. |
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Maxscripts |
Older Scripts |
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