Maya Bonus Tools Resource Page - Maya LT version now available!

Posted by STLR, 26 January 2016 10:08 pm

 - Welcome to the Maya BonusTools Resource Page -

Here you will find links to installers, useful info, tutorials and updates related to Maya BonusTools.  This page will be continually updated with new information, so bookmark it and check back later for more updates.  Feel free to provide feedback and suggestions in the comments section below.

!! BonusTools is now available for Maya LT 2016 !!

BonusTools has consistently been one of the most requested improvements on the Maya LT forums. You can now download the installation pachage here -> MayaLT_2016_BonusTools.

Note: The installation process for Maya LT is different.  See the README.txt file in the zip folder for instruction on how to install.

Note 2:  The install package was updated on 2/1/16 with a fix to a bug that was found with the Auto Unwrap UVs Tool.  This fix only applies to Maya LT.

Maya BonusTools 2016 Installation

The Maya 2014-2016 installer for BonusTools is available for download on the Autodesk Maya Apps Exchange ->  BonusTools 2014-2016 Installers.  The Exchange is a portal hosted by Autodesk where you can get access to plugins that extend the functionality of various Autodesk products.  There are both Maya and Max centric pages on the Exchange.

BonusTools 2016 Bux Fixes

There is a bug with the new "BonusTools -> Display -> Floating Frame Rate" tool that was inadvertantly affecting the ability to undo.  It has been fixed in the following script.  Simply download and save/copy this script to the BonusTools python-2016 folder (e.g.  "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/python-2016").  You can now use "BonusTools -> Help -> Go to BonusTools Install Location" to find the specific folder on you computer. (zip file)

- BonusTools Tutorials -







UV Editing







BonusTools 2016 Review -> BonusTools 2016

BonusTools 2015 Review -> BonusTools 2015

BonusTools 2014 Review -> BonusTools 2014

Maya 2014 3dsImport plugins

The 3dsImport plugin is included in the 2016 installation.  However it was inadvertantly left out of the 2014 installation.  You can get the precompiled plugins for that version here...

Mac - 3dsImport plugin (2014)

Window - 3dsImport plugin (2014)

Legacy BonusTools Installers

BonusTools installers for older versions of Maya (pre-2014) can still be found on the Area -> Legacy Maya BonusTools Installers.  Keep in mind that older versions will not contain all of the tools that were added in later releases.



Posted 18 March 2011 1:00 am

woohoo! thanks Steve.


Posted 18 March 2011 1:01 am

where to dl the new version?


Posted 18 March 2011 2:20 pm

vfxforge - sorry but it's not available quite yet... this is just a preview of what's to come. It will be available for dl soon after the release of Maya 2012.


Posted 18 March 2011 6:38 pm

Very good indeed!!
I look in subscription center every day for Maya 2012.
I suppose it will be available in beginning of April.

The only thing in Maya I miss, working with automotive visualization, is a fast, physical right, GPU renderer like iRay.


Posted 6 April 2011 9:51 pm

Smann - I could probably zip these up and post them separately at some point. Although you could just install it once, then find the scripts in the install location and copy/zip them up on your end for reuse as and when you need them.

F. Ross - I run Win7 64bit but never saw that problem. Although I believe that should be fixed. I hope so anyway


Posted 12 April 2011 3:37 am

I just installed the bonus tools for maya 2011 x64 on W7. At first it told me I needed to run isscript.msi so I did a search, found it ran it then ran the bonus tools installer again and it worked.


Posted 12 April 2011 1:41 pm

+1 for a modular installation option. No worries though, feel lucky to get them at all. Great work and look forward to the 2012 release.



Posted 19 April 2011 1:40 pm

Very welcome (if long overdue) update!


Posted 27 April 2011 10:49 am

Hi Steven, any work on 2012 bonus tools?


Posted 28 April 2011 5:25 pm

Hi all - yes BT 2012 should be posted very soon. Sorry for the delay. I will post a message here as soon as it's available. LT 2012 is also in the works but in the meantime LT 2011 should work fine in 2012.


Posted 29 April 2011 5:06 pm

sueds - thanks for the feedback on that, I'll look in that.


Posted 11 May 2011 11:06 pm

Any word on Bonus Tools will be out?



Posted 20 May 2011 8:44 pm

Hello all - BonusTools 2012 is finally available for download!

Sorry for the delay.


Posted 28 May 2011 4:42 am

each time I post a comment or say thanks..after one day the comment are gone, removed... who is responsible for that and why? sure the moderator but why? can you give one reason?


Posted 31 May 2011 6:29 am

I installed, and the individual plugins show up in the plugin manager, but I don't have the Bonus Tools Menu - even when I autoload some of the plugins!
Any suggestions?


Posted 31 May 2011 3:10 pm

rachid - sorry about that, I have no idea what's going on there. I don't think anyone in particular (i.e. a moderator) would delete your posts, so there must be some sort of bug or something.

Pixel Droid - it sounds like you need to edit or create a userSetup file. See below...

If you have installed Bonus Tools but can not see the menu then you may need to update your userSetup file. See below...

Copy C:\Program Files\Autodesk\MayaBonusTools2012\scripts\userSetup.mel
Copy C:\Program Files\Autodesk\MayaBonusTools2012\python\

Paste both in C:\users\name\My Documents\maya12-x64\prefs\scripts


Posted 1 June 2011 8:35 pm

MR HOLLYWOOD and others...

Sorry for the frustration. Not sure why the setup has been difficult for some and not others. My only thought is that is has something to do with older versions of bonusTools being previously installed. We'll try to get to the bottom of it, but thanks your patience in the meantime.

The reality is that all the userSetup.mel file really contains that matters is a single line, which is a call to...


The other stuff in there has been removed or commented out due various changes to the BT structure. So really, you can just create your own file called userSetup.mel that contains this one line and put it in your scripts folder and it should work fine.


Posted 5 June 2011 4:06 am

All I needed to do was put the line:
in my userSetup.mel
I keep that file in a unique scripts directory so Maya doesn't copy all my scripts with each upgrade.
The reason the installer missed it in my case is that it probably didn't check to see where my userSetup.mel is located.


Posted 10 June 2011 1:36 am

How does someone actually join the BonusTools dev team ? These don't seem to be Autodesk only people..


Posted 30 June 2011 1:20 pm


I also had a problem with the BonusTools, after I installed GoZbrush. After installing this plug-in, menu BonusTools disappeared!

Following the recommendation I made it:

- from C: \ Program Files \ Autodesk \ MayaBonusTools2012 \ scripts \ userSetup.mel,
copied and then pasted userSetup.mel to C: \ users \ name \ My Documents \ maya12-x64 \ prefs \ scripts.

- from C: \ Program Files \ Autodesk \ MayaBonusTools2012 \ python \,
copied and pasted to C: \ users \ name \ My Documents \ maya12-x64 \ prefs \ scripts, and then I started Maya 2012.

after starting, Bonus Tools menu, returned to his seat.
Thank you for your help STLR!
PS. I have Windows 7 x64 bit


Posted 15 July 2011 4:21 am

where is the tool to convert polygon edges to curve in maya 2012.
I hope its there.


Posted 16 July 2011 1:14 am

vinceppp - yes it is directly in Maya now in Modify->Convert->PolygonEdgesToCurve


Posted 28 July 2011 12:05 pm

STLR... Sorry, but i am alos tortally frustated... bonus tools appeared one time.. then it was gone .. why doesn´t AUTODSK install it DIRECTLY in the software? ... nobody understands that. fIf the Productmanagement would work fine for Maya, a lot of tools could be changed to theire advantage, and other (e.g. out of the Bonustools palette) might be implemented directly... tzzzzzz ... I fell asleep - i everytime think of WHY WHY WHY... in my opionion it´s a worsse thing, that all 3D packeges are owned by 1 (!) company... no competitors in these segments at all! Good for autodesk - instead of fusing all theire power to the packeges, it seems a little profit is the only thing to go for... I just remember for e.g. "Viewport 2.0" - what joke to get Customers for the new viewport in 2011.. OMG! and finally in 2012 it got working.. damn.. why? tell you employer to release Software only, when the QUALITY it RIGHT...

sorry dude - but here is someone really fedup - an d my list of things like thin about Maya is looooong.... to long... if I only could I would change

but best regards - an User


Posted 28 July 2011 3:38 pm

Caypiranha - sorry for your frustrations. First of all... for the BT install issues... What version of Maya/BT are you using and on what platform? Did you try the useSetup.mel process suggested below?

As for BT not being part of Maya's install. We're actually considering that for future versions. But regardless BT will continue to be developed differently and independently from the regular Maya dev cycle. This is what makes BonusTools "Bonus" tools. But many many tools that began in BT have made there way into Maya proper. Tools like ConvertEdgesToCurves, MergeVertexTool, ExtrudeVertex, CutPoly, Poly Marking Menus... just to name a few, all started as BonusTools.

Regarding VP2. Completely rewriting the Maya viewport is a -huge- undertaking. There is no way it could be done in one pass. Therefore we are doing it incrementally over several releases. They will coexist for a while until everything is working and then VP2 will eventually become "the" viewport. Something that big with so many implications just takes time, especially with a product that is as complex as Maya.

As for AD development in general... I came over from Alias and I was skeptical at first. But I have seen a number of releases that have been quite aggressive. As I said... it's hard with some things (e.g. vp2, HIK, Sequencer) to get it perfect on the first try. But over the last few years I think we have had a pretty good track record of sticking with things and continuing to improve them. IMO our recent history on that front is much improved over our past history at Alias.


Posted 26 September 2011 10:57 am

stou - sorry for the late reply. The Draw Split Tool should be working. It was when I last tested it anyway. You might want to try resetting the options and starting fresh. It sounds like it might be specific to the multi-split option but not sure.


Posted 9 November 2011 8:31 pm

s there anyway u can do a tutorial on the pose blend shape editor the documents give no help on how to use this tool. or can u provide the email yo the person who wrote it


Posted 29 November 2011 1:33 pm

5thsun - Thanks for the reminder on the PoseBlend tool. I realized that this tool is sorely lacking in documentation and more importantly in need of a face lift. I'm working on updating it now and will have a new version and a tutorial for it in a few weeks.

Alisa K - Unfortunately there is no way (currently) to do a mirror of a range of frames with this tool. It's a good idea though, so I will put it on my "to do" list in the meantime you might want to checkout Creative Crash to see if there might be a script that would do something similar... post your question on one of their forums.


Posted 3 December 2011 8:19 am

Scene annotations is great.

One practical problem: "Save and Close" and "Save Without Closing" are right next to one another (not to mention "Delete Annotation" as well). If I am leaving long notes, I go to exit, it would help me as a user to put some space between those options because I have consistently lost work because they are right next to one another.

Solution: Remove the Drop-down menu and put buttons at the bottom or top of the interface or; use a reminder for Save without Closing or Delete Annotations: "Information is about to be lost... Are you sure" or something similar.

A great tool. I use it to save detailed notes in lectures as I go through Maya tutorials so that I can reference it later on.

Thank you.


Posted 5 December 2011 7:59 am

emygorf - thanks for the feedback. Yes you are right... I can see how this would be easy to do inadvertently. I think the easiest solution will be to add a dialogue box for confirmation (e.g. Are you sure you want to delete?) That should be easy enough to add, so I will do it for the next release.


Posted 2 January 2012 9:56 pm

hi i had problem with bonus tool and think for wielek13 and the direction his bin given thanks allot


Posted 26 January 2012 8:12 am

Can somebody help me? is not working for me
it was, but idk why is not showing the Bonus tools in the top
tryed unistall and install again, but doesnt work


Posted 28 January 2012 11:26 am

Hanks - check the docs... it is probably an issue with your userSetup.mel file. You may need to manually add the line...


to that file if you have one already.


Posted 5 February 2012 7:05 pm

I am having problem with making joints dynamic. I do not see any changes in the bone chains and I am not able to move the entire chain. Any body can help?


Posted 7 February 2012 9:27 am

mihirmahapatra - make sure you're selecting the right things before you apply. For single chains you select the base and end joints that you want to effect. for multiple chains you only select the base joints in order.


Posted 7 March 2012 7:28 pm

itd be great to get these bonus tools, but it seems the autodesk site isnt working, a few bytes a second until the download stalls and cancels.. the autodesk factor- never failed to dissapoint, not once in years! it blows me away, whenever i have to interact with an autodesk product or website


Posted 31 March 2012 9:28 am

Could you please provide very specific instructions for installing Bonus Tools for Maya 2012 (student version) running on Mac Lion, including manually? I can't seem to get the installation to happen by any of the methods I've tried.


Posted 12 April 2012 1:29 am

okay I am going out of my mind I cannot figure out why I am not getting a bonus tools menu in maya!!!!!! All the plugins seem to be there in the plugin manager and the installation went fine! What is conflicting and how the bloody hell do I fix it?


Posted 23 April 2012 4:34 am

bonus tools are working fine now


Posted 23 April 2012 8:50 am

ronviers - there will be a 2013 version of BT posted very soon with many new updates.


Posted 27 April 2012 7:37 am

virt87 - Mac installer link is at the bottom of this page...


Posted 7 May 2012 6:11 am

"ronviers - there will be a 2013 version of BT posted very soon with many new updates."

Cool - looking forward to it. Thanks for these,



Posted 24 May 2012 5:40 pm

Thanks Steven! ^___^


Posted 27 May 2012 2:48 am

awesome Thanks


Posted 27 May 2012 10:45 pm

Regarding the "Create Digital Number Node"
It says in the instructions:
"Note: This requires the PolyTools.mll plug-in to be loaded - see BonusTools section of the Plug-in Manager."

However, I can't find any PolyTools.mll or a BonusTool section in my Plug-In manager!
It is installed and the other tools work correctly I think. My Python path is also set...

What's up?


Posted 29 May 2012 3:23 am

Thanks again for posting these. Unfortunately the set of UV Tools seems to be completely broken. None of the HUD interface elements like buttons are visible. This is on a Mac w/ Maya 2013. Python path is OK and no other issues so far.


Posted 29 May 2012 11:01 am

hello stlr
thanks you for the new tools like symmetry
hope to see maya begin again the first one


Posted 31 May 2012 2:27 pm

What the hell is up with the Andy Warwhore role playing getup?


Posted 6 June 2012 10:19 am

None of the HUD buttons are showing for me..


Posted 7 June 2012 7:45 pm


The disappearance of the HUD buttons for various tools is a known (and unfortunate) issue. It is actually a bug in Maya 2013 and unrelated to BT. It is logged and should be fixed in an upcoming Service Pack.



Posted 7 June 2012 7:48 pm

timd1971 - hahaha... well timd1971, going by your profile pic you are not one to judge when it comes to role playing


Posted 12 July 2012 1:22 pm

*** SP1 fixes the HUD button bug that was affecting a number of BonusTools. ***

You can download it here...


Posted 10 October 2012 5:56 pm

anyone know where download bonus tools for 2012?


Posted 6 December 2012 6:07 am

I downloaded Maya Bonus Tools 2013 and in the plugin manager selected all the ones I wanted yet i still don't see a drop down menu to select the tools.The same thing happened to me with 2011 Bonus Tools. What am i doing wrong ? And can anyone prvide me with some assistance ? I would greatly appreciate some help.



Posted 6 December 2012 6:22 am

Bonus Tools for 2012 64-bit can be found here:


Posted 26 December 2012 5:31 am

Hmmm how do I get theses to show up in Maya??


Posted 26 December 2012 5:33 am

Subtract my previous comment...I am a DA!


Posted 1 March 2013 7:55 pm

Thanks for updating DrawSplit and DrawReduce tools for us lowly Mac users ; )


Posted 11 March 2013 10:50 am

download SP1 and SP2 but the HUD buttons are still invisible :/


Posted 11 March 2013 4:07 pm

@xixac - glad I could help. sorry for the oversight

@ninchen - not sure what is going on there as I have tested in both and it works fine on my end. Can you double check by going to Help->AboutMaya and look at the version printed at the top?


Posted 11 March 2013 5:21 pm

autodesk maya 2013 x64
cut id: 201202220241-825136
hope that was the right


Posted 11 March 2013 5:43 pm

@ninchen - it looks like the service pack may not have actually been installed. This looks like it's just the original install of Maya 2013. Did you definitely uninstall the original and reinstall SP2? BTW - SP2 is a super-set of SP1. You only need the latest service pack not both.


Posted 11 March 2013 6:22 pm

aaaah ok I thought Id only override the original and not uninstall it. i try this and ty for your help


Posted 4 April 2013 3:01 pm

How do you permanently delete the Scene Annotation window?
I created some Scene Annotations for multiple Maya-2013 files, and been getting complaints on how it pops up every time they launch the files. I tried the "Delete Scene Annotation" and then saving the file. However it still comes up the next time the file is opened. I really don't want the Scene Annotation attached to the Maya file anymore. Can you help?


Posted 5 April 2013 5:06 pm

@rnj1223 - That's odd. When you use "Delete Scene Annotation" and save then it really should get rid of it so that it won't open the next time. You might have run into a bug although honestly I've never seen that happen. I guess for some reason you are getting multiple scene annotation nodes. Try this

ls "bt_SceneAnnotation*";

If it prints more than 2 nodes then that is the problem. You can delete them and save your file and that should fix it. If not let me know.

delete "bt_SceneAnnotation*";


Posted 8 April 2013 1:40 pm

First, Thank you for your help.
Below is from the script editor of one of the Maya-2013.5 files that I created the bt_SceneAnnotation window in.
I tryed the ls "bt_SceneAnnotation*"; and delete "bt_SceneAnnotation*"; as shown below.
// Warning: Could not find an appropriate startup camera: side. A substitute will be used. //
Creating node bt_SceneAnnotation.
Adding notes attribute to node.
Creating scriptNode for opening Scene Annotation window.
ls "bt_SceneAnnotation*";
// Result: bt_SceneAnnotation bt_SceneAnnotationScript //
delete "bt_SceneAnnotation*";
file -save;
// Result: C:/Users/xxxxxx/xxxxxxxx/IN WORK FOLDER/Maya - Object Scene/XXXScene.mb //
After saving the file and closing it down, I reopened that same file. As you can see below in the copy from the script editor, it is still creating the bt_SceneAnnotation.
// Warning: Could not find an appropriate startup camera: side. A substitute will be used. //
Creating node bt_SceneAnnotation.
Adding notes attribute to node.
Creating scriptNode for opening Scene Annotation window.


Posted 8 April 2013 7:16 pm

@rnj1223 - Weird. No idea what is going on here. Is there a way that you can posted the problematic file so I can take a look at it?


Posted 9 April 2013 1:50 am

where is fti_exporter?
I need it to create icons for new shaders!


Posted 9 April 2013 12:55 pm

bt_SceneAnnotation will not delete:
I never posted a file before, how do you go about doing that?


Posted 14 April 2013 11:24 pm

I have to say I have done everything in this forum and all other ones on the issue "Auto UV Unwrap controls are not displaying in HUD window." I have copied the mel and python files to the scripts folder in the my Docs> Maya> 2013x64> scripts folder. I installed the service pack 1 & 2 after uninstalling maya each time. I have attempted to see if any other HUD plugins were conflicting. I even reset maya to defaults and reinstalled bonus tools. I am quite upset by this dilemma. Since my instructor wants us to use it to UV map our projects that are due in 3DAYS!!!!!!!!


Posted 17 April 2013 6:22 pm

@tinanewtonart5 - I'm sorry but I have only seen this happen in the initial 2013 release due to a bug, but that bug was fixed in the first SP. Assuming you have uninstalled 2013 and then installed SP1 or SP2 then the HUD buttons should work fine. I wish I had an answer for you otherwise. The only thing that I can think to recommend is to try it on a different machine which I understand may or may not be an option.


Posted 8 May 2013 10:00 am

all work fine but i don't see 3ds import , did you forget it ? i really need it , i have somme 3ds scene to import and i cant.


Posted 8 May 2013 1:11 pm

@manel - it was actually retired due to stability issues. Have you tried using the fbx standalone coverter to converts your 3ds files to fbx which can then be imported directly.


Posted 8 May 2013 8:17 pm

Could someone link the BonusTools 2014 as a regular download link? It just won't download on the apps exchange page (says shortly "loading" and vanishes without a download).
It's pretty annoying not to get it ...


Posted 11 May 2013 8:11 am

hello stl
fbx isn't available with vue xstream export, and i only have 2 option for export : obj or 3ds (when you work with maya ), and 3ds on maya 2013 work very well , never have problem , ans it keep groups and layer , obj no, 3ds export on vue is a very flexible option for export (decimation master,baking light and maps all for game resolution) and for me it was a very good and quick workflow befor exporting for unity.i built halt of scene in maya (props, arch etc...) landscape in vue, and rebuild all in low in maya by 3ds export from vue ,and final export on unity.
fbx -dae is only available for import in vue not in export option.
Please , give us 3ds import option , in 2013 it was working very well, never have bugs or unstable result.


Posted 13 May 2013 6:07 pm

@Manel - I'm looking into the feasibility of posting the 3dsImport plugin separately. In the meantime the standalone fbx converter should be able to convert your 3ds files into fbx, which can then be opened directly in Maya. If you have a chance, try that workaround out let me know if it works.


Posted 14 May 2013 2:58 am

The Adjust Clipping Plane (in Bonus Tools>Display) just saved me a ton of headaches!

I am new to Bonus Tools -- never heard of them before today. Great tools and tips. I'll be here more often.


Posted 17 May 2013 6:45 pm

NOTE: The 3dsImport plugin has now been posted above.


Posted 18 May 2013 9:12 am

Hello STRL

my apologies , I forgot to tell you that I'm working on mac

so i'm waiting the bundle file , hope you make it


Posted 22 May 2013 8:42 pm

Since Autodesk owns both Maya and 3DS, WHY can't you just add natively .3ds files to import in Maya? Every single time I use a new version, I need to scour the Area or Autodesk site looking for the damn .3ds import plugin. It totally sucks. I can't believe this hasn't come up in a developer meeting or something. I believe you should be able to import/export files between Max, Maya, Softimage, etc.

Cory Mogk

Posted 22 May 2013 9:20 pm

@swanny2070 as Steven said, we've been putting our effort into FBX over 3DS and that is our recommended format for interop. If you're going between Softimage, 3ds Max and Maya, we recommend the "Send To" workflows.

If FBX is not working, please let us know where


Posted 23 May 2013 6:11 am

Hey guys, Thanks for responding so quickly to requests for the .3DS Import. I just downloaded the .3DS Import Plug-in and noticed that the package only contained a .mll, and I'm on a mac....Is there any chance of getting this as a .bundle format? Sorry to be a pain! Thanks for anything you can do! All the best!


Posted 23 May 2013 2:29 pm

@stumanchu - I think I should be able to post the Mac plugin as well. I'll look into it. Stay tuned...

But I'm curious to know more about your workflow though. So you have 3ds files that you use in Maya on a Mac... but where did those files come from? Since Max only runs on PC are you using both PC and Mac? Or are these just legacy assets that you made in the past that you simply want to reuse? Do you have an entire library of assets in 3ds format that you repurpose or just a few misc files? What's the end result for those files? Are you assembly environments? Do you ultimately render in Maya? Going to Unity by chance?

Sorry to be nosy but I'm just curious and wanting to understand how the plugin is being used? I'm sure it's a bit different for everyone but I am particularly curious about your situation... being on a Mac.


Posted 24 May 2013 3:43 am

Hello STLR, Good question! I primarily find thousands of free .3ds models on the internet from various free model sites and furniture and lighting design companies. I use these models for architectural visualizations and building themed environments. This type of activity can demand a huge library of models to cover any style of environment I want to create. It's true, Max only runs on the PC, but even if you are on a Mac using Maya, you can still import and use .3ds models and the .3ds Import Plug-in is a massive timesaver when it comes to quickly opening and viewing a .3ds model to see if it is useable and if all the parts are in tact. Often times the models import a little strange, they may be off in outer space, which is quickly fixed by adjusting the perspective camera clipping plane by adding a 0. Sometimes the models are extremely large and just need to be scaled back down to a usable size on the grid, and then just freeze transformations and save as a .MA or .MB and put it in the library.

After I check in the outliner to see if all the parts are separate and not blended into a single mesh (which can sometimes be a massive problem to remap UV's), I usually just move on to better models. I also just reassign a single default lambert to the entire model if all the pieces are intact, and re-texture as needed. Sometimes I will use the FBX viewer to preview models before taking them into Maya because the FBX preview provides a quick drag and drop alternative to opening them first in Maya. If the model doesn't open in the FBX viewer, chances are it will be corrupt and not open in Maya.

The popularity of Max over the years as the main tool for creating models of all kinds, good modelers generously upload for free or sometimes non-commercial use (or use with permission), and a huge variety of works have been created and can easily be harvested from the internet. When assembling an environment, it's very easy to rack up a huge number of various models and that's why I try and convert and archive as many models as I can find. It's a laborious task sometimes but it's worth it when you need a specific style of furniture or lights or props etc.

So, that's why I love the .3ds Plug-in and although it has it's faults, many of the problems can be quickly fixed manually, and I suspect that the instability issues are caused by the actual original creation methods of the model and the method that was used to save the model in the .3ds format.

Anything you can do would be greatly appreciated on my end. Thanks for the good work on your tutorials as well....I always learn something good from you...




Posted 2 June 2013 5:39 pm

Mirror Instance Mesh still not working as in 2013 ...
pfffff ...

Undo mirror instance mesh action will destroy whole mesh ...


Posted 2 June 2013 6:07 pm

The problem is that you can`t undo the Mirror Instance Mesh.
So you need to open the scene again


Posted 3 June 2013 5:12 pm

@zzz7net - I just tried it in both 2013 and 2014 and it works fine for me. Does it do this on every mesh or just certain meshes? What happens if you try it on a default sphere?


Posted 4 June 2013 11:11 pm

@stumanchu - the mac 3dsimport plugin has been posted above.


Posted 7 June 2013 6:06 am

Thank you STLR


Posted 7 June 2013 4:23 pm

Hi, I miss the possibility to install Bonus Tools onto a central location and then have it load from each workstation in the office without the need of a local installation on each machine.

The new installer for Bonus Tools 2014 does not offer the possibility to choose your own installation path. Is there any workaround?



Posted 7 June 2013 4:39 pm

In regard to my previous post. This is one way to extract the contents of the MSI installer but it will require you to manually rename the MacOS, linux or win64 directories to "plug-ins" (and perhaps other things as well):

msiexec /a filepath to MSI file /qb TARGETDIR=filepath to target folder


Posted 7 June 2013 5:10 pm

@Fredrik - One option is to install it on 1 computer in the default location, then copy the full BT install folder wherever you want it. Then you will need to simply add that location/path to your MAYA_MODULE_PATH env variable for that computer/user.


Posted 7 June 2013 7:03 pm

Thank you STLR,

I solved it like described here in my blog:

Do you think that the MAYA_MODULE_PATH approach is better or did I cover everything that needed to be done?


Posted 7 June 2013 8:00 pm

I suppose either approach will work. Although use the suggested approach would probably require fewer steps. You wouldn't need to worry about multiple separate paths (e.g. python) but instead just one.


Posted 7 June 2013 8:51 pm

I've added the MAYA_MODULE_PATH approach to my blog. Many thanks for your insight


Posted 12 June 2013 6:16 pm

A big thank you to STLR for posting the 3DS import Plug-in for the Mac....I am so happy!!! You are a gentleman and a scholar of the highest order!


Posted 21 June 2013 7:23 pm

Hi, I've installed the 3ds plugin into the plugin folder.
It seems to be that Maya 2014 (Mac) imports the 3ds file, but I can't see it anywhere.
Any idea where I make a mistake?

Thanks for your help.


Posted 26 July 2013 10:52 pm

Do you know where I can download Bonus Tools for Maya 2013? I downloaded Bonus Tools 2014, but it didn't work for Maya 2013. Thanks!


Posted 28 July 2013 5:52 am

I installed Maya 2014, installed the 2014 bonus tools, uninstalled Maya 2013 and went to uninstall the 2013 bonus tools - but it won't let me run the uninstaller because it needs Maya 2013 installed "prior to installation" - but I'm not installing! I want to uninstall - are you seriously saying I have to reinstall Maya 2013 just so I can uninstall the bonus tools? That seems a bit ridiculous. Please let me know if there's a work around, I don't want to download and reinstall a piece of software I don't need just for a 39MB uninstall.


Posted 30 July 2013 6:53 pm

@akhon - There is a link at the top of the page for legacy installers. You can find the 2013 installers there.

@s0rbet - Sorry you're having trouble. I have not actually seen this happen myself. I'm not sure what is going on there but we will look into it. In the meantime I unfortunately don't know of an alternative.

@ayhan35 - This is in part why it's an unsupported plugin. There have been reports of this happening with certain 3ds files. I would recommend opening the 3ds file in Max and then exporting to fbx for transfer to Maya.


Posted 2 August 2013 6:20 am

@STLR - okay thank you. I think the software that installs/uninstalls must check that Maya if first installed and then aborts if it's not. Works well for an install but not for an uninstall. I will have to leave it installed, bleh.


Posted 6 August 2013 4:01 pm


Thank you


Posted 16 October 2013 12:12 pm

the " Legacy Maya BonusTools Installers " link is died, what's going on? I can't download 2009 2010 2011 2012 2013, anyone can tell me what's happen about the sever of AREA


Posted 16 October 2013 3:28 pm

@pioneercolin - looks like they reorged the plugin page somewhere along the way. Here is the new link. I'll update the main link above as well.


Posted 16 October 2013 4:38 pm

to STLR: Thank you, sir!


Posted 2 December 2013 10:13 pm

Any chance for some more "robust" selection actions?

So basically beside selecting every n-th edge ring/loop at least to have also option to select every n-th face and n-th vertex.

Good example of that more robust selection plugin is from Nitro4D -->

Very useful and interesting for different selection action from randomize selections to even various patterns! It would be nice to have something similar in Bonus Tools also!


Posted 2 December 2013 10:45 pm

Another perhaps more import suggestion is script to create perfect circles on the surface!
I have this one little script "sort circle tool" from CreativeCrash but it's not longer available there( It does it's job but it's very limited compared to the one form link bellow!

Great example how this could be made is plugin for Softimage called MX_Roundish. -->

Please if possible something like this, i would be eternally grateful!


Posted 3 May 2014 9:57 am

I was curious if Bonus Tools for Maya 2015 is coming soon?


Posted 3 May 2014 7:57 pm

@otisMcuevas - We are so close. Just doing some final QA. Soon!!


Posted 15 May 2014 5:53 pm

Really need help. I just installed Bonus Tools for Maya 2012, but the menu is not showing. I tried putting the python and the MEL script in my maya prefs folder, but it's not working.


Posted 9 June 2014 5:24 pm

@VoidTheVision - not sure what's going on there but you might want to try with a fresh set of prefs. Also try typing in "bonusToolsMenu" from the command prompt.

T. I. Burbage

Posted 12 June 2014 6:25 am

Glad to finally have BT and LT in hand. Glad to see what feels like a move toward more cross-version compatibility. Maybe that will help to make it easier to have Maya and BT release simultaneously in the future.

Those heads-up widgets have sure been a problem (as I recall, they had been broken before keeping you from updating BT due to use in the AutoUnwrap UVs Tool). I personally prefer floating HUD-style controls as more ergonomic than marking menus when one needs to do multiple accesses (like with Modeling Toolkit tools). It would be nice if they could look as nice as the Edit Mesh (Face) Extrude controls.


Posted 13 June 2014 9:29 am

Great Tools, thanks for the update.

Had an error, unable to find "Unfold3D" in one of the bonustool mel scripts on line 811.

Fixed it by deleting prefs in documents folders for anyone that may get the same issue.

Again, thanks and keep up the good work.


Posted 27 June 2014 10:02 am

Any chance the BT's are coming over to Maya LT?


Posted 27 June 2014 4:17 pm

I'm with Rivojen, would love to have Bonus tools for Maya LT, after seeing the workflow alone for auto unwrap would love to be able to have this feature. Any idea if this will be added?


Posted 27 June 2014 8:48 pm

@cully_o - Unfold3D is a plugin so you will need to load it from Plugin Manager

@Rivojen - It's possible. Looking into but probably wont' happen right away as it will have to be simplified for LT (i.e. it's not just a simple thing to do.) Summer is too crazy but I can try to work on it this fall.


Posted 17 July 2014 7:17 pm

Hello Master,

where are the BonusTools Tips, Tricks and Tutorials for the Maya 2015 Bonus Tools ?


Posted 30 July 2014 8:05 am

// Error: file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/bt_autoUnwrapUVTool.mel line 814: Cannot find procedure "Unfold3D".

hmmm Files missing?


Posted 7 August 2014 4:05 pm

@squeez - there is a movie at the top of this page that covers all of the new features in 2015.

@dwhite - The Auto Unwrap tool uses the unfold3d plugin which needs to be loaded from the plugin manager. This error means the plugin isn't loaded.


Posted 23 September 2014 2:34 am

Firstly thanks for this great toolset. It is awesome!
I recently installed the new bonustool 2014/15 onto my Maya 2014. But the LayoutTools is grey out for some reason, do I need to install additional plugin to get it working? Isn't this intergrated to the bonus tool package installer?


Posted 23 September 2014 3:34 pm

@moifa - the way the installer is setup it will only install the tools that were available for BT 2014 for Maya 2014. Some of the newer bonusTools are dependent on features that are only in Maya 2015. That said... I think the newer LT stuff should work fine in Maya 2014. So in theory you can search for the scripts with "LT_" prefix and then copy them from the BT 2015 scripts folder to the BT 2015 scripts folder. It should work.


Posted 9 October 2014 5:52 pm

I LOVE the AUTO UNWRAP UVs Tool esp with UNFOLD 3d. However, since installing Win64 2015 Ext 1, I'm getting errors when I try to use the tool:
// Error: file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/bt_autoUnwrapUVTool.mel line 643: No object matches name: unwrapBaseShaderSG

Any way to fix this? I'm seeing other users experiencing the same thing.




Posted 20 October 2014 4:41 pm

@lasercade - I have heard of similar issues from other users but I can not seem to reproduce this myself. The issues appear to have started when people upgraded to the 2015 Extension, but I am using the Extension and no matter what I try I can't reproduce.

Do this happen only on certain objects or all objects? Have you tried it on a simple sphere?


Posted 29 October 2014 3:19 am

Few Bonus Tools questions !

Q1. I don't understand the Zero Point Tools, can you create a video tutorial of the difference between the traditional Maya pivot tools and the Zero Point tools ?

Q2. Mesh History Edit > Insert Intermediate Mesh Shape
How do you use this node, do you simply select a node in the node editor, and a duplicate of that object is created with the node operation you selected in the node editor ?


Posted 19 November 2014 5:35 pm

@FalconCrest -

Zero Pivot Tools: In Maya if you move the pivot of an object then it will apply that move as local pivot value. The Zero Pivot Tools allow you to transfer/convert the local values of the pivot on a given object to the actual transform values, thus making the local pivot values 0,0,0 ( i.e. "zero" ) I cover this in the "what's new in BT 2015" movie at the top of this page, starting at about the 4:55 mark.

Insert Intermediate Mesh Shape: I did not write this tool and have not been able to locate the person who did write it. It's quite old so I imagine that person is no longer at AD. I'm a little unclear myself of what the original intent of the tool is. I've considered retiring it as I'm not sure if anyone even needs/uses it. Technically it will create a mesh node and splice it in upstream of a mesh edit node (e.g. polyExtrudeFace) that you have selected from the ChannelBox. In theory you could then make edits to that mesh shape that would be applied to the middle of the construction history and then passed downstream. I personally have not found a practical use for doing this, but apparently someone out there had a use for it in some special case (maybe BlendShapes?) I'd say it's probably not all that useful to 99% of users.


Posted 30 November 2014 4:38 am

Thanks for replying I've been awaiting long time :-)
I now understand how the Zero Pivot Tools works, thanks for the reference point on the video.

Let me understand, with regards to Insert Intermediate Mesh Shape, so I'm following you, whether I find this useful I'll have to put it though it's paces then hopefully I can let you know whether you should dangle it in future versions of Bonus Tools, or remove it completely ?

I select a mesh, run Insert Intermediate Mesh Shape, then modify the mesh in the node that is spliced and only this node, it then runs downstream to the mesh ? Can you add topology to the mesh while retaining topology if used for BlendShapes ? I'm wondering if this node adds the function for different point counts whereas typically point counts for blend shapes must remain the same, or am I completely wrong ?

What is Snap Align Objects ? I thought you can snap objects to polygon mesh while retaining the orientation, for example, you wanted a series of boxes on a sphere, the boxes would orient to the faces or normals on the sphere, there is already another tool for this, correct ?

Snap and Lock Curve Points, this locks the locators to point on a curve or until the curve moves, in other words the curve can't move?

Orient to Vertices / Edges Tool, I was unable to get it to work ?

I have a suggestion for Create Menu from Shelf, is it possible in a future versions of Bonus Tools that the shelf gets saved even when restarting Maya ?

The new UV Creation Tools in BT2015, is it also possible in future versions to pin vertices so they don't get affected by the unwrap ? Also the ability to straighten UV shells edge ?
Is it required that the mesh have a UV projection applied, that is what I understood how the new tool works, it would be nice if this wasn't required !

I want to mention I like the File Browser, really beneficial, what I don't like is the GUI it doesn't fit into Maya native UI !


Posted 3 December 2014 4:14 pm

I have Bonus Tools loaded and so far everthing is working OK. When I went to use Layout Tools this is what popped up.

// Error: "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_transformProcs.mel" line 314.49: Wrong number of arguments on call to manipMoveAlignHandleWith.

Then when I click on Layout Tools again this then pops up.

Cannot find procedure "LT_snapAlignProcs".
Start of trace: (file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_UI.mel, line 42).
LT_snapAlignProcs (file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_UI.mel, line 42).
LT_UI (command window: line 1).

Not sure what is wrong. I checked that LT_snapAlignProcs was in the correct folder. That was OK.

Any feed back would be great. I just love this plugin Layout Tools.

Cheer & Merry Christmas Steve



Posted 3 December 2014 4:42 pm

Not sure if this helps. I the Script editor this what appears when Maya initially loads. I haven't yet clicked on LayOut tools.

// Error: line 1: Cannot find procedure "l". //
if (`layout -ex LT_form` && `dockControl -q -visible LT_Dock` && (`optionVar -q LT_UIMode` != 0)) {dockControl -e -visible 0 LT_Dock;optionVar -iv LT_UIMode 1; raiseChannelBox;}else if (`layout -ex LT_form` && `dockControl -q -visible LT_Dock` && (`optionVar -q LT_UIMode` == 0)) {optionVar -intValue LT_RebuildUI 0; optionVar -iv LT_UIMode 1; LT_UI;}else if (`layout -ex LT_form` && (!`dockControl -q -visible LT_Dock`)){optionVar -intValue LT_RebuildUI 0; optionVar -iv LT_UIMode 1; LT_UI;} else {optionVar -intValue LT_RebuildUI 1; optionVar -iv LT_UIMode 1; LT_UI;};
// Error: manipMoveAlignHandleWith($edgeCheck[0], $dummyList);
// Error: "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_transformProcs.mel" line 139.55: Wrong number of arguments on call to manipMoveAlignHandleWith. //
// Error: manipMoveAlignHandleWith($faceCheck[0], $dummyList);
// Error: "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_transformProcs.mel" line 156.55: Wrong number of arguments on call to manipMoveAlignHandleWith. //
// Error: manipMoveAlignHandleWith($directionalEdge, $moveObjs);
// Error: "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_transformProcs.mel" line 239.54: Wrong number of arguments on call to manipMoveAlignHandleWith. //
// Error: manipMoveAlignHandleWith($targetFace, $moveObjs);
// Error: "C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_transformProcs.mel" line 314.49: Wrong number of arguments on call to manipMoveAlignHandleWith. //
if (`layout -ex LT_form` && `dockControl -q -visible LT_Dock` && (`optionVar -q LT_UIMode` != 0)) {dockControl -e -visible 0 LT_Dock;optionVar -iv LT_UIMode 1; raiseChannelBox;}else if (`layout -ex LT_form` && `dockControl -q -visible LT_Dock` && (`optionVar -q LT_UIMode` == 0)) {optionVar -intValue LT_RebuildUI 0; optionVar -iv LT_UIMode 1; LT_UI;}else if (`layout -ex LT_form` && (!`dockControl -q -visible LT_Dock`)){optionVar -intValue LT_RebuildUI 0; optionVar -iv LT_UIMode 1; LT_UI;} else {optionVar -intValue LT_RebuildUI 1; optionVar -iv LT_UIMode 1; LT_UI;};
// Error: file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2015/LT_UI.mel line 42: Cannot find procedure "LT_snapAlignProcs". //



Posted 10 June 2015 5:29 am

maya2015/2016 bonustools assembly manager get error line 647:2#

Anyone got error like this?
Whats wrong with this error?
how to fix this?


Posted 20 September 2015 7:35 am

Привет всем! Почему после Брейк анимация уже также не воспроизводится почему кто знает?


Posted 17 February 2016 6:37 pm

I can not find randomize tool. Is it in the pack?


Posted 17 February 2016 6:41 pm

@SmartBanana - are you using the LT version? If so no unfortunately not, as it's based on a Python script and therefore not compatible with LT.


Posted 17 February 2016 6:52 pm

Sry, my bad.Just trying to find normal randomize tool.


Posted 17 February 2016 7:33 pm

@SmartBanana - if you use the regular Maya 2016 BonusTools installer it is included. If you use the LT BonusTools install package (zip) it is not.


Posted 17 February 2016 7:52 pm

Thx a lot for your help. I need only this particular tool but i guess others wouldn't be needless.


Posted 16 March 2016 2:52 pm

@ STLR Your post:

@dwhite - The Auto Unwrap tool uses the unfold3d plugin which needs to be loaded from the plugin manager. This error means the plugin isn't loaded.

-- I couldn't tell you how long it took me to look that up, and here it was all along. Thanks for the help. We have multiple people log in to our computers, so I couldn't figure out why it wouldn't work for just one user. There it was...Preferences. Just so you can look it up, I will include the code that I saw, just in case someone copies and pastes it here...

my error file read...

Error: file: /Users/Shared/Autodesk/ApplicationAddins/MayaBonusTools/Contents/scripts-2016/bt_autoUnwrapUVTool.mel line 970: Cannot find procedure "Unfold3D".

Maya 2016 - Mac OS 10.10.5

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