Category Archives: 3dsmax

Lesson 15: Enumeration Stations….

Sorry this blog has been neglected… Facebook makes things much easier to share… In some other….. ‘proper’… coding languages you have a function called Enumerate…. this allows you to iterate through an array and not only get the value but … Continue reading

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Optimising Scenes by Reducing Objects

One of the most efficient ways to optimise a scene in 3dsmax is to cut down on the sheer number of objects in the viewport. I’m not talking about deleting object, just merging objects together to one mesh can seriously … Continue reading

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Return of the Auto back

Autoback is one of those features we love to hate… we love it when it saves our ass, we hate it when it interrupts what we are doing.  One of my main pains is when you open the autoback, you … Continue reading

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Maya – Max: Why doesn’t 3dsmax have a Shape Node?

If you’re coming from Maya  to 3dsmax, or you’re learning Maya and getting confused as to why in Maya there are Transform and Shape node and in 3dmax it doesn’t look like there are… here’s a bit of a explanation, … Continue reading

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That doesn’t work. – Part 1

Is anyone out there old enough to remember the fantastic Discworld Computer Games based on the late Terry Pratchett’s novel series? A brilliant and hilarious creation that allowed you to take your character, the embarrassingly useless wizard, Rincewind through the … Continue reading

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Vray Render Mask Maker

The VRay Render Mask was added back in Vray 3.0 I think, you can do include/excludes, choose to only render your selected object or put an image mask in to render this. Back then, I wrote this tool, which I … Continue reading

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Making MCG Transform the way you work

  MCG is allowing me to rethink the way I work in 3dsmax, there are so many times when we do things which are destructive in their very nature, or a little bit fiddly and not intuitive to see what … Continue reading

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MCG Tutorial: How to make a Select By Face Area Modifier

So you want to make a Select Face By Area modifier in MCG…. here’s a quick guide. You want two things to start with for making any modifier which modulates your existing mesh… a Modifier:TriMesh as your input and an … Continue reading

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Nothing is ever finished…

Last week I released a little script called the VRay Material Override Excluder. Just to prove nothing is ever finished, even the name has changed since I last blogged about it on here. http://www.scriptspot.com/3ds-max/scripts/material-override-excluder Updates include, support for VRay Material … Continue reading

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Sometimes there is a simpler way…

A few weeks ago I needed to have a dynamic way of selecting all the Face/Material IDs of an object and deleting everything else. My first thought was, well the Poly_Select modifier has a select by Face/Material ID. However that … Continue reading

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