
Updated: May 3rd 2013
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| Name | Date | Description |
| SoulCollection3dsMax_v070_R2013toR2014.zip SoulCollection3dsMax_v070_R9toR2012.zip |
05/03/13 | The
SoulburnScripts For 3dsMax Collection
70, compatible with max 9, 2008, 2009, 2010, 2011,
2012, 2013, 2014
(both 32-bit and 64-bit) New Script: pFlowRemover Updated Scripts: objectPainter, cornerEdgeToVertexMap |
| SoulCollection3dsMax_v069_R2013.zip SoulCollection3dsMax_v069_R9toR2012.zip |
04/08/13 | The
SoulburnScripts For 3dsMax Collection
69, compatible with max 9, 2008, 2009, 2010, 2011,
2012, 2013
(both 32-bit and 64-bit) Updated Scripts: objectPainter, groupWithPoint, objectReplacer |
| SoulCollection3dsMax_v068_R2013.zip SoulCollection3dsMax_v068_R9toR2012.zip |
03/28/13 | The
SoulburnScripts For 3dsMax Collection
68, compatible with max 9, 2008, 2009, 2010, 2011,
2012, 2013
(both 32-bit and 64-bit) Updated Scripts: groupWithPoint, objectReplacer, selectionHighlighter, surfaceSnapper, transformSelector |
| SoulCollection3dsMax_v047_R8.zip | 03/07/09 |
An older collection that's compatible with 3dsmax 8. |
| aligner |
Aligns one object to
another. Similar to the Align tool in max, but optimized to allow a
variety of aligns with the least number of mouse clicks necessary. |
|
| alignViewportToFace |
Aligns the viewport to
the selected face. |
|
| attachSelectedObjects | Takes
your current selection and
attaches the objects together. Works on geometry and splines. |
|
| bitmapCollector | Collects all the scene
bitmaps and places them into a single directory, updating your scene to
point to their new home. |
|
| bitmapPagerManager |
The Bitmap Pager controls
have been removed from the preferences of Max2010. This script gives
you some of that control back, especially the ability to turn it off,
which may speed up renders on 64bit OS's that have lots of RAM. |
|
| blendedBoxMapMaker | Creates a Blended Box Map
for your selected objects. Basically, it's box mapping, but the edges
of the box are blended so you can place the map on a curved surface and
not have horrible seams. |
|
| blendedCubeProjectionMaker |
Applies 6 projections
(Front, Back, Left, Right, Top, Bottom) to the selected objects, hooks
the projections up to 6 maps, and then blends between each map. Great
for projecting details onto a set of objects, like box mapping, but
each side can be a seperate map, and the edges of the box are blended
so you can place the map on a curved surface and not have horrible
seams. |
|
| calculatorLauncher |
Launches the calculator.
Great for having quick access to the calculator from inside the max
interface, assign it to a hotkey. |
|
| cameraFromPerspView | Changes an active perspective viewport into a camera viewport. | |
| cameraMapGeminiRenderer |
Will render out templates
for all cameras associated with a single cameraMapGeminiRenderer
modifier. Automates the process so you're not stuck rendering a lot of
cameras and changing lots of render resolutions by hand. |
|
| circleArrayMaker | Similar to array, but
always rotates your objects to make a complete circle. |
|
| cornerEdgeToVertexMap |
Selects edges of a mesh
based on the angle between adjacent faces, and then converts them to a
vertex map. For example, you can select all the corner edges of a mesh
and then convert them to a vertex map for use with a bump map or a mask
to blend between textures. |
|
| edgeDivider | Splits an Edge you select
in an Editable Poly into equal parts. |
|
| edgeSelectByAngle | Selects edges of a mesh
based on the angle between adjacent faces. For example, you can select
all the edges of a mesh for chamfer by placing a value of 90. |
|
| faceNormalDisplayer | Toggles, or turns on or
off the face normal display for objects. |
|
| findByActiveMaterial |
Finds
all objects that are
assigned the currently active material in the medit and does various
things to them such as selecting them, printing their names, isolating
them, etc. |
|
| findInstances | Finds instances of the selected object and does various things to them such as selecting them, printing their names, isolating them, etc. | |
| findUniqueObjects |
Finds objects in your
selection that are unique, ie, that don't have any instances of
themselves, and then does various things to them such as selecting
them, printing their names, isolating them, etc. |
|
| getMatFromSelectedObject | Gets the material from the currently selected object and places it in the material editor. If multiple objects are selected, chooses the material from the first selected object. | |
| getNodeType |
Prints the Class or
SuperClass of selected nodes. |
|
| groupWithPoint |
Takes selected objects
and groups or ungroups them by linking them to a point helper instead
of using the max group method. Very similar to the way maya handles
grouping. |
|
| imagePlaneMaker |
Creates a set of 2d image
planes you can use to create a 3d model. |
|
| instanceTrimmer |
Takes a selection and
reduces the selection to include only a single instance from each set
of instances. |
|
| makeObjectsUnique | Takes any selected instanced / referenced geometry and makes it unique. | |
| materialIDRandomizer | Takes all selected
objects and applies a material modifier to them with a random ID
between the high and low value. |
|
| materialInfoDisplayer | Displays various pieces
of information regarding material properties of selected objects or the
active material (such as the name of the Material on the selected
object, the used MatIDs on the selected object, the map channels the
active material is currently using, etc). |
|
| materialMover |
Lets you move materials
from one place to another. Some common uses: apply a flat grey material
(standard, Raytrace, Brazil, mentalray, etc) to all scene objects in
one button press. Clear out your material editor with blank materials.
Move all the scene materials into the material editor. Move all scene
materials to a matlib. Assign a random material from the material
editor to a set of scene objects. |
|
| materialRemover | Removes the materials from the selected objects. | |
| mirrorObjectAlongAxis |
Mirrors the selected
object along the X, Y or Z world axis, with options for copy or
instance. Like the mirror tool, but lets you do some common mirror
operations with far fewer mouseclicks. |
|
| modifierUtilities |
Lets you perform various
modifier related tasks on a set of selected objects. For example, takes
all the selected objects and adds / removes seperate instances of a
specific modifier. Or lets you find any objects in the current
selection that contains a specific modifier. Add modifiers to your
Favorites area for faster access. |
|
| modifySubdivIters | Lets you increase or decrease the number of subdiv iterations for selected objects. | |
| nameManager |
Lets you rename various
things in your scene using a variety of functions. |
|
| objectDetacher |
Takes selected objects
(meshs, polys or splines) and seperates all their elements into
seperate objects. |
|
| objectDropper |
Lets you drop objects
onto another object. For example, will drop a bunch of rocks onto an
uneven ground surface. |
|
| objectPainter | This script lets you
paint objects (geometry, splines, lights, helpers, etc) onto a piece of
geometry. Like for example, you can make 10 different rocks, and then
paint them in a random fashion onto a terrain. |
|
| objectReplacer |
Replaces a selection of
objects with a new object, or randomly from a set of objects. |
|
| parameterManager |
Allows you to change
parameter values for all selected objects as a group. For example, you
can change the radius of a bunch of spheres together, even though
they're not instances of each other. Or you can change the bend value
for all selected objects that have a bend modifier. |
|
| parentSelector |
Selects any objects that
are not parented to anything. This is really useful if you want to
select all the top level parents in your scene or selection, maybe to
later link them to a master dummy object. |
|
| pFlowRemover | Even after deleting a
PFlow Source object from your scene, you can sometimes end up with
cruft nodes that are invisible to you, but exist in your scene, and can
be viewed if you try and merge your current scene into a fresh scene.
This scene flushes all of those nodes out of the scene. Also includes
some tools for finding and printing out the nodes in case you need to
delete them by hand. |
|
| pointTracker |
Attaches a point to a
selected vertex and bakes out the position information. |
|
| polyCountSelector |
Selects objects based on
their facecount. |
|
| powerSolidManager | Lets you modify the render and viewport approximation controls on all selected Powersolids objects. | |
| putPivot |
Places
the pivot of the
selected objects in one of 27 spots such as center, bottom, top, high
left side, etc. |
|
| selectionHighlighter |
This script simulates the
Selection Highlighting mode from Silo in max. The idea is if you hover
over an object, the object is selected, if you hover over a vertex, it
selects the vertex, if you hover over an edge, the edge is selected,
etc. No need for extra mouseclicks. Autodesk has half added this
feature, this script goes all the way to adding full silo style
selection highlighting. |
|
| selectionRandomizer |
Will randomly select
objects based on a value provided. |
|
| softSelectionControl | Toggles, or turns on or
off the soft selection tool for objects. |
|
| soulburnScriptsLister | Lets you run any of the SoulburnScripts from a handy dropdownlist. | |
| splineKnotManager |
Takes all selected
splines and converts all their knots to a specific knot type such as
"Smooth", "Corner", "Bezier" or "Bezier Corner". |
|
| splineKnotToObject | Takes all selected
splines and places a specified object at their knots. |
|
| splineManager |
Lets you modify various
controls for all selected splines. |
|
| splinePainter |
This script lets you
paint splines on the surface of another piece of geometry. |
|
| subdivisionAutomator |
Quickly assigns a subdiv
modifier (meshsmooth or turbosmooth) to all scene or selected objects.
This is good if say you want to have all objects in your scene
converted into subdivs at rendertime without the need to constantly
select objects, find the right modifier, assign the modifier, etc. |
|
| subdivisionManager | Lets you modify various subdivision controls on all selected objects (both polyobjects and meshsmooth modifiers) | |
| surfaceSnapper |
This script allows you to
move one object along the surface of a second object. Great for placing
objects on a terrain. |
|
| texmapPreview | Does a render of the currently selected texmap from the material editor on the objects that it's applied to in the scene. Think of it as something similar to the "Show Map In Viewport" function, except it works with all procedurals (Show Map In Viewport does not always produce correct results) and does a full render instead of doing the openGL viewport preview. | |
| thinFaceSelector |
Finds and selects faces
that are really tall and thin. Good for finding thin faces in a complex
mesh, faces that may be best to subdivide to make all your faces more
square. |
|
| transformRandomizer |
Lets you translate,
rotate and scale a group of objects or modifier gizmos by a random
amount. |
|
| transformReset |
Resets the position,
rotation and / or scale of the selected objects. |
|
| transformSelector | Lets you select objects
based on their position, rotation or scale. |
|
| twoDPlanView |
Creates an orthogonal 2D
Plan view of your scene, perfect for creating 2d elements using max's
tools. |
|
| uVAreaDisplayer |
Prints the area of the
currently selected UV faces. |
|
| uVFlattener |
Lets you flatten a
selection of UVs, or in other words aligns all selected UVs
horizontally or vertically. The advantage of using this tool over the
one provided in the Unwrap UVW editor is you can choose to align the
UVs to the average, the min or the max. |
|
| uVPlacer |
Lets you modify the
positions of selected uvs using a handy dialog box. |
|
| uVTransfer |
Transfers uvs from one
object to the next. Useful if you have two identical meshes, but their
vertex order is messed up (like perhaps in the situation where you
exported the object to a seperate application for uving and that
application messed up the vertex order.) This script can transfer the
uvs from the new object to your original object in max, even if the
order is different. |
|
| uVWMappingCopier |
Copies a UVWMapping
Modifier from one object to the current selected objects. This works in
world space (unlike the current method of copying the modifier in the
modifier stack) so you can get exactly the same uvwmapping modifier in
exactly the same worldspace position on all your objects. |
|
| vertexAndEdgeConnector |
Performs a number of
Connect functionality in one script. For example, in vanilla max, you
can't assign the same hotkey to both connect an edge and connect a
vertex. You also can't have one hotkey that both connects in an
EditablePoly and an EditPoly. This script allows you to have one hotkey
to do all of that, and it detects what mode you're in to choose what
action to perform. |
|
| vertexMapDisplayer | Toggles or turns on or
off the vertex map viewport display for all scene or selected objects. |
|
| vertPlacer |
Allows you to move the
vertexes in an object or the knots in a spline to a single value,
either the average of the current values, or a specific value. Good for
flattening out groups of vertexes. |
|
| vertSelectionToObject |
Places objects at the
positions of the currently selected vertexes. |
|
| viewportControl |
Lets you control the view
you're currently seeing in the viewport in a handy dialog box. |
|
| wireBundler | Creates a number of wires
that travel through various target objects. Useful for making bundles
of wires for robots or other mechanical devices in a few simple clicks. |
|
| wireColorRandomizer | Changes the wirecolor of
all selected objects to a random value. |