بانک اسکریپتهای تری دی مکس | Script Bank

pclord

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سلام به همه ی دوستان عزیز

از این به بعد تو این تایپیک اسکریپت های تری دی مکس رو براتون قرار میدم.
موفق باشید.:oops:


منبع: http://www.scriptspot.com و...

دانلود
کد:
http://www.neilblevins.com/soulburnscripts/SoulCollection_v054.zip



کد:
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.

Tutorial:
Make a plane with many segments, apply a nosie modifier to make it hilly. Create a sphere, a cylinder and a box. Run the UI version of the script. Select the plane, click the "Add Selection To Paint On List" Button. The plane is added to the list. Select the 3 other objects, click the "Add Selection To Paint With List" button. Those 3 objects get added to
the second list. Now click the "Paint" botton", and start painting with the mouse on the plane, and your 3 pieces of geometry will appear on the surface. To turn off, clikc the Paint button again. To delete your last painted objects, undo or hit the Delete button.
Additional Info: 

Introduction
SoulburnScripts is a collection of scripts that I've written for my personal artwork at home. Some of their concepts are based on scripts I wrote during my time at Blur Studio and released publically as BlurScripts (however the SoulburnScripts have been completely rewritten from scratch, giving them more features and better functionality), others are totally new concepts. Thanks to the blur folk for giving me the inspiration to learn how to code.

Warnings
Feel free to install and use these scripts, however, I can't be held responsible for any problems that arise from their use. I will try and fix bugs or add features that people want, but I have limited free time and so can only promise to do my best. Thanks.

3dsMax

Installation
All the scripts come packaged into a single zip file of interconnected scripts, SoulCollection_v0xx.zip, which includes all the scripts in the rest of the table below. Please download the most recent zip file only, and extract then into your 3dsmax root directory, for example, c:\3dsmax. Make sure you have recurse subdirectories on (it's also called "Use Folder Names" in more recent copies of winzip). The zip will then install a bunch of files and directories...

* c:\3dsmax\help\SoulburnScriptsTutorials.txt: Quick tutorials for the scripts.
* c:\3dsmax\scripts\SoulburnScripts\images: This contains images required by the scripts.
* c:\3dsmax\scripts\SoulburnScripts\lib: This contains libraries of functions required by the scripts.
* c:\3dsmax\scripts\SoulburnScripts\presets: This contains presets for the scripts, which you can save by hitting the "SaveDef" button on any of the UI versions of the scripts. Don't edit any of these files unless you know what you're doing.
* c:\3dsmax\scripts\SoulburnScripts\scripts: The scripts.
* c:\3dsmax\ui\icons: Adds a bunch of icons, they all start with the word "SoulburnScripts_".
* c:\3dsmax\ui\macroscripts: the SoulburnScripts.mcr file.

To uninstall the scripts, just delete all the files mentioned above. To install a new collection, just download the new zip and unzip them again into your 3dsmax directory, saying overwrite current files. Check the "Files To Delete" section below for a list of legacy files that you can safely delete from old installs.

Usage
For quick tutorials on how to run these scripts, read the SoulburnScriptsTutorials.txt file in your 3dsmax Help directory.

All of these scripts are run as macroscripts, ie, as buttons, keyboard shortcuts, quad menus, etc, just go to Customize, Customize User Interface, category SoulburnScripts. The SoulburnScripts CANNOT be run by choosinng the "MAXScript" menu and "Run Script" and then a script. You can also use the macroscript called "soulburnScriptsLister" to run any SoulburnScript. All scripts can be run in one of three modes...

* UI Mode. Which brings up a user interface floater that lets you modify parameters before running the script.
* Default Mode. Runs the script using the current default values. To change the default values, open the script first in UI mode, modify the values, hit "SaveDef" to save the defaults, then close and run the script in default mode. Also, if you run any of these scripts as a quad menu, it'll let you access the UI mode by clicking on the mouse icon (with dark click button).
* Argument Mode. This is for maxscripters only, it lets you run the script by supplying it with your own set of values. This lets you integrate these tools into your own tools, or to bypass the default system.

Bugs
If you encounter any bugs running these scripts, perform the following checklist...

* Try deleting any preset you may have for the malfunctioning script from your c:\3dsmax\scripts\SoulburnScripts\presets directory
* Open the script in question in a text editor and look under the "Known Issues" section to make sure your bug isn't already mentionned as something I'm aware of
* Email me and give me a list of specific steps to reproduce the bug. I'll get back to you as soon as physically possible.

Files To Delete
If you've installed previous SoulCollections, and are now installing a new one, you may wish to check to make sure all of the following previous SoulburnScripts files have been deleted (all assuming your 3dsmax directory is c:\3dsmax)...

* c:\3dsmax\scripts\SoulburnScripts\scripts\modifierAddAndRemove.ms
 
آخرین ویرایش توسط مدیر:

pclord

کاربر متخصص
View Slicer

دانلود

کد:
http://www.scriptspot.com/files/view_slicer_0.17.01.ms


Able to draw a spline over the current view angle to use as a slicer for a selected object.

view_slicer_3.gif
 

pclord

کاربر متخصص
ActiveType 0.27b

دانلود

Version Requirement: 3ds Max 9 to3ds Max 2010

کد:
http://www.scriptspot.com/files/activeType_0.27.ms

یا

http://www.scriptspot.com/files/activeType_0.27b.ms

Info:
کد:
This script helps to quickly create objects or add modifiers. When assigned to a shortcut, it will pop-up an input box where you can type in the name of the object that you wish to create , or if you have a selection of objects, it will pop-up a list of applicable modifiers instead.

[IMG]http://www.scriptspot.com/files/u149/activetype_v0_23.gif[/IMG]


Notes:
Run the script file, it will create commands inside your "Customize User Interface" dialog called ActiveType and ActiveType Preferences under the category Terabyte
When running the script for the first time, the preferences window will pop-up. Here are the options: 

[IMG]http://www.scriptspot.com/files/u149/aciveType_v0_26_preferances.jpg[/IMG]

Exit Text: If you type this text on ActiveType, it will exit the script. It is recommendable that you use the same character/text for your shortcut and your exit text
Box Width: The width of the ActiveType box.
Max Items: The maximum number of items that will be displayed.
Spaces as Wildcards: Will convert blank spaces (pressing the spacebar) into wildcards (*).
Custom Colors: Set the colors for the pop-up UI.
This script is intended to be assigned as a short-cut using non-alphabetic characters. (Right now, it won't work inside the quad menu) 
This will save counters for each class that you select on the list, enablig the script to populate the list with the most commonly used classes first. 
The script is using some dotNet controls, so it might lag the first time you run it.
To exit activeType, do one of the following: 
Press Enter (will execute highlighted item)
Click on an item in the list (will execute the picked item)
Type in the "Exit Text"
Click anywhere outside the input box
 

pclord

کاربر متخصص
Football Ball Maker

دانلود

Version Requirement: 3ds Max 2009
کد:
Homepage URL: http://www.mrt-prodz.com
Download URL: http://blog.mrt-prodz.com/data/dofootball.ms

football_maker.jpg


Additional Info:

Just run the script and input the desired ball radius, push the "Create Ball" button and the ball will be created at [0,0,0].
 

pclord

کاربر متخصص
scripted glue

دانلود

کد:
Homepage URL: http://andklv2.narod.ru/maxscripts/ak-maxscripts.html
Download URL: http://andklv2.narod.ru/maxscripts/111_scriptedGlue_v0.6.ms

this scripts does the same thing as a free plugin GLUE does, namely it glues objects to a surface. i've written this sript because i was tired of necessity of looking for new recompiled plugins with every new max release. and this script can do a bit more than original: it can align glued objects to normal, and you can glue along any vector, defined with tape helper object. more with newer version - vertex projection, eye ray, more precision

sg4.png
 

pclord

کاربر متخصص
AutoBack File Loader Zorb

دانلود

Version Requirement: coded on max 2009 64bit
کد:
http://www.scriptspot.com/files/AutoBackZorb_v1.23.zip

Tired of navigating to the autoback dir, selecting view as detail then sorting by date to find your latest autobak file. then comparing it to your last good saved file? This script will make it easy for you. Brings up a list of max files in your autobak dir, max hold files and your last opened file, sortable by date, size and name. Double clicking will load the file, right clicking will give you a delete option.Sort settings and files displayed are saved between sessions

Unzip to your Max root dir, will be available in macroscripts under "Zorb Tools", or run it as a script from the scrips directory

AB_Loader1_21.gif
 

pclord

کاربر متخصص
ImagePlane v1.5

دانلود
کد:
Homepage URL: http://andye.idv.tw/
Download URL: http://andye.myweb.hinet.net/maxscript_1.html

ImagePlane_ui.gif

ImagePlaneplane_preview.gif


Info:
To create a standing Plane, and load image to this plane directly.

*Fixed some bugs.
*Support ifl file format, created by RAM Player after playing sequence image files.
*Set alpha file name format. If image name is "bird.jpg", you can set "bird_alpha.jpg" as alpha file name.
*Functions are based on Standard Primitive Plane.
*can load PNG、TGA、 TIF file format with alpha channel , and JPG format.
*If exist a alpha channel file in same folder, It'll be loaded automatically.
*It is in [Create>Geometry>Scripted Primitives].
*Put the file in "Scripts\Startup" , then restart 3DS MAX
 

pclord

کاربر متخصص
ClaverTech_AlignToSurface

aligntosurface.jpg


کد:
Description: This MouseTool is made to help place a node onto the surface of some geometry based upon mouse click location. it will place the node by its pivot point and orient its local z axis to the normal of the intersection. (Additional: Added a new Ability to click and drag to rotate around the Nodes Local Z axis)  Hope its helpful to someone besides me. Heres the code... Enjoy 

macroScript AlignToSurface 

        category:"ClaverTech" 

        toolTip:"AlignToSurface" 

( 

            

tool AlignToSurfaceTool 

            ( 

                        local somethin=undefined 

                        local OrgPos=undefined 

                        local OrgRot=undefined 

                        local target_mesh=undefined 

                        local StartDragging=0 

                        local posy=undefined 

                        local roty=undefined 

                        local OrgViewY=undefined 

                        

                        fn g_filter o = 

                        ( 

                                    if o!=somethin then 

                                    ( 

                                    superclassof o == Geometryclass 

                                    ) 

                                    else 

                                    ( 

                                                false 

                                    ) 

                        ) 

                                    fn ResetStuff str= 

                        ( 

                                    somethin.pos = OrgPos 

                                    somethin.dir = OrgRot 

                        ) 

                        fn DoMyStuff str= 

                        ( 

                                    local myRay=mapScreenToWorldRay viewPoint   -- make a ray from active viewport 

                                    local tempRay=intersectRay target_mesh myRay --see if the ray hits the picked object 

                                                                        if tempRay!=undefined then --if we actually hit the picked object set to surface 

                                                                        ( 

                                                                                    somethin.pos = tempRay.pos 

                                                                                    somethin.dir = tempRay.dir 

                                                                        ) 

                                                                        else -- otherwise make it reset 

                                                                        ( 

                                                                                    ResetStuff now 

                                                                        ) 

                                                                        str --functions need to return somethin right 

                        ) 

                        

                        on start do 

                        ( 

                                    

                                    --if something is selected 

                                    if $!=undefined then 

                                    ( 

                                                somethin=$ 

                                                OrgPos=somethin.pos  --save original position 

                                                OrgRot=somethin.dir --save original rotation 

                                                target_mesh = pickObject message:"Pick Target Surface" forceListenerFocus:false filter:g_filter 

                                    ) 

                                    else -- if nothing is selected 

                                    ( 

                                                messageBox "Start this tool with an object selected" 

                                                #stop 

                                    ) 

                        ) 

                        on mouseAbort clicker do  

                        (                       --reset position and rotation 

                                    ResetStuff now 

                        ) 

                        on mousePoint clickno do 

                        ( 

                                    if (clickno == 1 and target_mesh!=undefined)then 

                                    ( 

                                                DoMyStuff now -- function calls dont seem to work without a parameter 

                                    ) 

                                    else 

                                    ( 

                                                #stop --bail 

                                    ) 

                        ) 

                        on freeMove do 

                        ( 

                                    if target_mesh!=undefined then 

                                    ( 

                                    DoMyStuff now --this way it actually shows it is workin 

                                    ) 

                                    else 

                                    ( 

                                                #stop --bail 

                                    ) 

                        ) 

                        on mouseMove clickno do 

                        ( 

                                    if StartDragging==0 then 

                                    ( 

                                                posy = somethin.pos -- dont ask why i need this 

                                                roty = somethin.rotation -- dont ask why i need this 

                                                OrgViewY=viewPoint.y -- store click loc for later 

                                                StartDragging=1 -- make sure this dont happen again 

                                    ) 

                                    somethin.rotation = roty -- dont ask why setting rotation moves the object 

                                    somethin.pos = posy -- but now we got to move it back... theres got to be a better way 

                                    local tempRot = eulerangles 0 0 0   -- make a blank euler 

                                    tempRot.z=((viewPoint.y-OrgViewY)/2) -- make it only rotate more or less by initial screen click loc 

                                    in coordsys local rotate somethin tempRot -- and finally rotate locally 

                                    --somethin.pos = posy 

                        ) 

            ) 

 

            startTool AlignToSurfaceTool 

) 

 
Additional Info: 

installation:
i didnt know this until recently, but u can start a new maxscript, paste the code, and evaluate (Ctrl+E) and u can then select the macro in the customize user interface [toolbar section]. once youve made a button for it, you can then right click on the button and 'edit the appearance' of the button to look better. i suggest the normal align button in the 'maintoolbar' section.

usage:
have an object selected prior to usage (any Node type), then click the Button you just created, it will change the mouse to a pickobject cursor. click on any type of geometry and then move the mouse -or- click the mouse over the object to see it be placed and oriented from surface. Additionally you can now click and drag to make the Node rotate around its local Z axis. then let go of the mouse to set it to the current position.

next ideas:
option for whether it will orient to surface or not.
Make it so you can spawn a bunch of nodes on the surface of an object.

additional:
free use to all, but if you make a better version or want some more options please email me at [email protected]

credits: this mouse tool was brought to you by mass amounts of PBR
Version Requirement: 2010
 

pclord

کاربر متخصص
GTools_Huellas

GTools_Huellas
his scripts paints a texture as the pen objects move across the paper object, it can be use to paint car trails,objects falling, grass been crush, etc.

llanta.gif

کد:
[IMG]http://www.scriptspot.com/files/Trail_ui.jpg[/IMG]
Download :

http://www.evvisual.com/maxscript.htm

or
پیوست
 

پیوست ها

  • GTools_Huellas.rar
    113.9 کیلوبایت · بازدیدها: 177
آخرین ویرایش:

pclord

کاربر متخصص
Material Converter v0.98b

Material Converter v0.98b

http://www.motivacg.com/descargas_en.php

conversor_en_web.jpg




Description:

Simple utility to make it easier to move scenes from a rendering engine to another. Lots of work have to be done in terms of materials or types of engines, but it will progress step by step. In the following table you can appreciate the possibilities of the script at this moment:
tabla_en.jpg

Help file explaining the whole process included with script.
Download:
کد:
http://www.motivacg.com/scripts/conversor_en.zip
 

pclord

کاربر متخصص
Detriangulator

Detriangulator

detri.gif


This tool is intended to remove diagonal edges from triangulated editable poly.

Optional features are:

- keep edges that have angle between faces more then specified (set 0 if this feature is not needed)

- keep UV border edges (only 1st UV channel used)

- keep non-smoothed edges

Hint: if you're not happy with the result of the script function just execute undo once, you'll get all removed edges back and selected so you can fix selection and remove edges manually.

Download URL:
کد:
http://inhuman.ogoportal.net/portal/repository/IN_tools-detriangulator.mcr
 

pclord

کاربر متخصص
MAXScript Cloth Simulator

MAXScript Cloth Simulator

cloth_sim.jpg


Download:
کد:
[URL="http://www.scriptspot.com/files/VerletClothSim.ms"]VerletClothSim.ms[/URL]

[URL="http://www.scriptspot.com/files/VerletClothSim.max"]VerletClothSim.max[/URL]

[URL="http://www.scriptspot.com/files/VerletClothSimDone.max"]VerletClothSimDone.max[/URL]
 

pclord

کاربر متخصص
Fracture Voronoi

Fracture Voronoi

n8jnl51ej110zhcui2.jpg


Additional Info:

v1.0: The picked object is broken in a specified number of parts, using Voronoi cells, and the creation process is visible in the viewport.
For a similar result, it is faster to use several iterations with a small number of parts than creating all the parts in one iteration.
Note that the original object is just hidden, not deleted.

v1.1: In this version, the code has been improved and runs much faster. But there is no viewport feedback any more.
Materials:
- the outer faces keep their original material IDs and the new faces are assigned a unique ID. The value that appears by default is the highest ID in use + 1.
- mapping coordinates (if any) are preserved and somehow 'projected' onto the new faces.
- an extra planar mapping is applied and set on its own channel and is consistent between all the pieces, typically for use with 3D procedural maps.
Hierarchy:
- when using several iterations, it is possible to keep the intermediate generations of parts.
- when linked, each part is parented to the one it is derived from.
- generations are set on their own layers, which are hidden except for the last one.

Download:
کد:
[URL="http://www.scriptspot.com/files/FractureVoronoi_v1.1.ms"]FractureVoronoi_v1.1.ms[/URL]

[URL="http://www.scriptspot.com/files/FractureVoronoi_v1.0.ms"]FractureVoronoi_v1.0.ms[/URL]
 

pclord

کاربر متخصص
Reverse Time

Reverse Time

reversetime.png


What to say... title and screenshot said everything.
Sample utility, an example of build-in Max function "reversetime".
Script affect only PRS (pos,rot,scale) transform keys.

Because I do not find some version in plain type for reverse time,
I wrote this script. I hope it come in handy for someone else.
Additional Info:

Run from Utility panel
Version Requirement: all

Download URL:
کد:
http://scriptspot.com/files/u9133/reverseTime.ms
 

pclord

کاربر متخصص
Pinscreen

Pinscreen

This script simulates a toy called Pinscreen (or sometimes Pinhead). FYI that's the toy where there are a bunch of metal rods packed densely together and if you put say your hand on them the rods are displaced into the shape of your hand.

dist2.jpg


http://www.pxfactory.eu/scripts/pinsman/pinsman.html

Download:
کد:
http://www.pxfactory.eu/scripts/pinsman/Pinscreen.zip
 
آخرین ویرایش:

pclord

کاربر متخصص
Grow

Grow

anim.gif


After "Cathedral" presentation on DigitechMedia 2002 I had opportunity to ask Tomek Baginski about effect of growing branches which he has used in his animation. It is done by scaling groups of vertexes down to 0%. Then you apply morpher modifier and use original object as morph target. Effect of growing is result of animating faloff size or position of Volume Select gizmo.

There's one important thing that you should remember about when using this script, height of each segment of mesh has to be bigger than its width. Otherwise object may squashed instead of beeing shrinked. If you don't quite understand look at top left branch, it's top two segments.

Later, to get nice and smooth effect you can apply Mesh Smooth modifier.

interface.gif


Download:
کد:
http://www.pxfactory.eu/scripts/grow/Grow.zip
 

pclord

کاربر متخصص
AK-skeleton-selector for CAT

AK-skeleton-selector for CAT

This small script helps animators with quickly select diffrent parts of CAT riggs. IT features include :

when you run it effectively adds as many as CAT parents(CAT objects) that you have in your scene to a dropDown list so you can choose which character you want to work with.

skeleton-selector.jpg


Download:
کد:
http://www.scriptspot.com/files/Skeleton-Selector%201.rar
 

pclord

کاربر متخصص
Piston Builder

Piston Builder

automatically creates a piston object between the pivot points of two selected objects and links the piston rods to the chosen objects. Good for car shocks or robots etc.

PISTONBUILDERSMALLER2.gif


Download:
کد:
http://www.scriptspot.com/files/Piston_Builder_1.zip
 

pclord

کاربر متخصص
AK-Add data to all morpher channels

AK-Add data to all morpher channels

this script adds the data in 100'th channel of morpher to all the other channels of it.

It copys the main object, names it as "new head", extracts every channel with chennel 100 added to it; then applies morpher to "new head" and pics all new morph targets while respects your original channel names.

Add-morph-01_copy.jpg


as you can see head shape is changed but I still can use its morph targets, now my little scripts comes in; it changes my base head to modified one and recreats morph targets for it and cleans up channel 100.

it worked for me a handred time and i hope you find it usefull.
Additional Info:

copy the file to your max/UI/macroscripts folder, restart max and via customize menue under "AK-scripts" add it to desired quad,toolbar or hotkey...

Download:
کد:
http://www.scriptspot.com/files/AK-add%20morpher%20channel.mcr
 

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