SCRIPTS


I wrote this scripts to automate some option what I use or for more control of the objects in scene. Information how this script working coming soon, but some of the scripts are so easy and You can use it without my explanation.

If You have some advice about these scripts what I can repair or how please send email. I'll do what I can to fix this.

Have a nice work with them:


To use these scripts, run them using "Run script..." in "MAXScript" menu. Then go to "Customize User Interface..." in "Customize" menu and You find them in Category "banan" and "Banan".
Now you can set the shortcut or toolbar with them.


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Asteroid creator by spline :

Link to script:Asteroid creator

About script:
#1 - Set number of the asteroids.
#2 - Set the scale of the asteroid (scale is variable +/-50%).
#3 - Update changes.
#4 - Set distance of the asteroids from the spline.
#5 - Set minimum and maximum asteroids rotation speed.
#6 - Pick spline to create the asteroids on path.
#7 - Set name of the asteroids group.
#8 - Finish group of the asteroid to make another.

Info:
After pick the spline you can change scale and density of the asteroids.

Video instruction : comming soon...

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Move and rotate objects :

Link to script:Move and Rotate

About script:
#1 - move and rotate object in pressing axis direction.
#2 - set value to move and rotate.
#3 - set the coordinate system to transform object, there must be ONLY ONE selected.
Some of the coordinate system set in this script can doesn't work in some system or object.

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Set position and rotation keys :

Link to script:Set Position and Rotation

About script:
Adding position and rotation keys in each axis in current time on slidertime.

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Operation on keys :

Link to script:keys_move_info

About script:
#1, #2 - move forward or backward only keys on current slidertime position.
In "move selected keys" is that like name, move only selected keys, no matter where is slidertime.
#3, #8 - press this button to see where is the nearest key, frame of the nearest key you see in red and blue box, in green box you see current frame .value.
#4 - move slidertime one frame forward or backward, this action update value of the nearest keys on colours boxes.
#5 - jump to nearest key forward or backward, this action update value of the nearest keys on colours boxes.
#6 - set number of frames what you want jump forward or backward
#7 - jump to forward or backward of the number frame what you set in #6 position, this action update value of the nearest keys on colours boxes.

WARNING!
THIS SCRIPT DOESN'T WORK ON OBJECTS IF YOU DON'T HAVE KEYS ON SELECTED OBJECTS!!!

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Manager to switching animation ranges for each shots :

Link to script:Animation Ranges

About script:
#1 - #2 - number or name of the shot and camera
#3 - #4 - first and last frame of the shot
#5 - set current setting - only animation range, camera must be set by yourself
#6 - click this button to set current animation range from timeline to this range
#7 - #8 - change first or last frame of the range for shot and update animation range in timeline

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Plotting one object to another :

Link to script:Ploting

About script:
#1 - selected couples of objects
#2 - number existing keys to plot
#3 - plotting button
#4 - frequency frames to plot - at which frame will be plot
#5 - number keys to plot

You can plot maximum 16 couples.
Plotting system work in this way - 1 object plot to 2 object, 3 object plot to 4 object ...

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Manager for layers animation :

Link to script:Layers

About script:
#1 - set base layer for each controller
#2 - add another layer for each controller
#3 - set active layer for each controller
#4 - click this button to see how many layers is on selected objects.
#5 - set this value to see name and numbers of layers for another 10 objects and another 10... if you have selected more than 10 objects.
#6 - clear the table list
#7 - showing after the pressing "update" button how many objects are selected
#8 - skip this point:)
#9 - here you can see names of the object you have selected after pressing "update" button
#10 - here you can see number of layers for each controller and which layers are active
#11 - this section is for animating transition between the layers, set value to current layer on animate mode and go to another frame forward or backward to where you want set other weight for each layer and set it. Then set active another layers and animate them to make the transition smooth an clear.
-- Example:
If you have walking and talking character with walk animation on first layer and talking animation on second layer, and you want only walking after the half animation, set second layer active and animate weight value from 100 to 0 using "change" button. Also if you want transition from walking to talking you must set second layer to zero value on each controller using "change" button with turn off animate mode. And then example in 100 frame (if animation has 300 frames example) on active animation mode set first layer using "change" button 100 value and 0 value for second layer. Go to next 200 frame and set on first layer weight 0 value and 100 value for second layer.

WARNING!
THIS SCRIPT DOESN'T WORK ON OBJECTS IF YOU DON'T SET BASE LAYERS FOR EACH CONTROLLER!!!

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Reconenecting CAT elements to other objects :

Link to script:Reconnecting CAT elements

About script:
#1 - connect selected CAT object to outher 3dsmax object (ex.helper, mesh, spline...) in position and rotation controller for Absolute Layer.
"IK" button you use if selected CAT object has PRS controller on Absolute Layer.

IF YOU WANT RECONNECT IK HAND PLATFORM OR IK LEG PLATFORM YOU MUST ALWAYS CHECK THIS IN MOTION PANEL WITH SELECTED CAT OBJECT.

#2 - connect selected CAT object to outher 3dsmax object (ex.helper, mesh, spline...) in position and rotation controller for Adjustment Layer.
#3 - connect selected CAT object to outher 3dsmax object (ex.helper, mesh, spline...) in position and rotation controller for Adjustment World Layer.

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Simple manager for the slot materials :

Link to script:Assign materials

About script:
#1 - click buttons with numbers from 1 to 24 to assign each material from slots in Material Editor to selected objects.
#2 - clear material editor slots and assign to them new color materials with self illumination set on 100%.
Slot was assigned from dark color for first slot to bright material for last slot.

Value in "no." set number after the name in slots.
Value in "color" change bright color up by 1 value - max value = 2.

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