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    <title>Downloads &#45; Scripts</title>
    <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>ashishdantu@yahoo.com</dc:creator>
    <dc:rights>Copyright 2008</dc:rights>
    <dc:date>2008-05-29T03:00:00-06:00</dc:date>
    <admin:generatorAgent rdf:resource="http://www.pmachine.com/" />
    

    <item>
      <title>Maya PDC to RF Bin</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/maya_pdc_to_rf_bin1/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/maya_pdc_to_rf_bin1/#When:03:00:00Z</guid>
      <description>Script : pdc_to_bin.py

Version : 1.0

Desc : Read Maya pdc files and write out RealFlow bin (particle bin format) files

Author : Ashish Dantu &#45; ashishdantu@gmail.com

Date : 1/10/2007


Credits :

Heavily Based on scripts by :

# Name: export_custom_normal.rfs &#45; Author: Gregory Ecker

# Name: pdc_import.rfs &#45; Author: Jorge Medina (ships with Real Flow)

# Testing and guidance:

Gregory Ecker, Jason Porath, Vishang Shah, Braam Jordaan, Jeffery Tan


Usage :


    # When the script is run, it will open a &#8216;filedialog&#8217; window. Choose a .pdc file (start file in a pdc sequence).


The script will write out .bin files in the same directory, in &#8220;particleShape_custom####.bin&#8221; format.


    # On MacOS &#45; you can run it using Python Launcher


NOTES:


    This script has been heavily commented for understanding for starters like myself. This was my first shot at python tools, attempted to basically handshake the scripts i found and glued them together with a UI. If you see any part of the code which can be more optimized pls drop me a line at ashishdantu@gmail.com


Tested no Windows, but should work on Mac OS and linux too. Any machine which can run python should be able to run this script. TkInter module is required to run the tool. See header in the script for details.</description>
      <dc:date>2008-05-29T03:00:00-06:00</dc:date>
    </item>

    <item>
      <title>JJTools for 3ds Max 2008 by Jim Jagger</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/jjtools_for_3ds_max_2008_by_jim_jagger/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/jjtools_for_3ds_max_2008_by_jim_jagger/#When:20:53:00Z</guid>
      <description>JJToolsV2008.zip contains the following MAXScripts for 3ds Max 2008.


Add Physique v1.2

Adds a Physique modifier to the selected object. Allows Physique to be linked to the right click menu. 


Advanced Align v2.2

Quickly aligns the local position and rotation of the selected object to the next object the user picks. 


Affect Pivot v1.1

This script simulate&#8217;s Maya&#8217;s &#8220;Affect Pivot&#8221; tool and prompts the user to create a new pivot point for the selected object. 


Animated Align v2.2 

This script keys the alignment of one object to another over a specified period of time. The user can chose to align the position, rotation and scale independently or combined. Both the step size and frame range are user definable. It is very useful for keying objects on every frame for game exports. Now supports alignment to &#8220;link constrained&#8221; objects. 


Base Pivot v1.1

This script will set the pivot point of all selected objects to be at the centre of their bases. 


BBC Radio 5 v1.1 

I wrote this little tool so that I could discreetly listen to Euro 2004 while working in Max. 


Biped Pivot Points v1.1

This script will toggle through the most common pivot points of a biped’s foot to help speed the creation of animations. 


Biped Selector v1.6

This script makes selecting biped bones a breeze. A floating window contains an intuitive graphical selection of buttons to allow the user to quickly select any biped limb. Features include:

· Shift&#45;click selects the bone and all its children. 

· Ctrl&#45;click adds multiple bones to the selection 

· Alt&#45;click removes bones from the selection. 

· Graphical interface to aid the selection of the feet&#8217;s pivot points. 

· Supports multiple bipeds 



Camera Orbit v1.1

This script automatically creates a camera that will orbit the selected objects. The distance of the camera is calcualated based on the size of the selected objects so that they will always fit the screen. This tool is great for creating demo reel renders of models and animations. 


Centre Pivot v2.2

Centres the pivot point of the selected object. 


Clever Biped Move v1.1

This script toggles the selection between the current biped&#8217;s horizontal and vertical transforms. 


Clever Move v1.1

This script cycles through the coordinate system of the move tool. Press once for &#8216;View&#8217;, and again for &#8216;Local&#8217;. Each press advances a coordinate system. Best when mapped to the &#8216;W&#8217; key, replacing the standard &#8216;Move&#8217; Tool. 


Clever Rotate v1.1

This script cycles through the coordinate system of the rotate tool. Press once for &#8216;View&#8217;, and again for &#8216;Local&#8217;. Each press advances a coordinate system. Best when mapped to the &#8216;E&#8217; key, replacing the standard &#8216;Rotate&#8217; Tool. 


Clever Scale v1.1

This script cycles through the coordinate system of the scale tool. Press once for &#8216;View&#8217;, and again for &#8216;Local&#8217;. Each press advances a coordinate system. Best when mapped to the &#8216;R&#8217; key, replacing the standard &#8216;Scale&#8217; Tool. 


Create Align v1.1

Prompts the user to select an object in the current scene and creates and aligns a temporary object to it. Great for animating! 


Cycle Coordinate System v1.1

This tool progressively cycles through the coordinate system of the current transform tool. 


Find Map Path v2.1

Select, hide or freeze any objects with a specific texture map applied to them. Search by full name or substring. 


File Namer v1.1

This tool will create a simple text object within the current max file that displays both the name and the start/end frames of the current file. 


Hide/Unhide Biped v1.1

A simple tool that allows you to hide or unhide all bipeds in the current scene. 


Hide Trajectories v1.3

A simple tool that hides all of the trajectories in the current scene. 


Key Biped v1.1

This tool takes the currently selected biped bone and keys it on every frame with a &#8220;body&#8221; key. This is extremely useful if you need to save a bip file that has dependencies on other objects in the scene. Warning: This script may have bugs. 


One Armed Bandit v1.1

I wrote this script while learning maxscript in order to practice my skills and learn new techniques. I’m often tempted to develop it in to something a little larger. Maybe I can inspire you to pick up the gauntlet? 


Open Lastest Backup v1.2

When 3D Studio Max crashes, do you find it frustrating searching for the most recent autobak file? If so, this is the perfect script for you. This tool will sort through all autobak files and load the most recent version. I find myself using this tool a little too much. 


Organise Scene Selection Sets v1.2 

This tool creates a floating window listing all of the selection sets in your current scene. You can then toggle the visibility of each set by checking the appropriate check. If you decide to add more selection sets simply re&#45;run the script and the dialogue box will update to reflect the changes. This makes managing large files much easier! 


Organise Specified Selection Sets v1.2 

This script is very similar to the “Organize Scene Selection Sets” script except it creates buttons to hide/unhide objects based on the prefixes of object names in Max. If you have a selection of objects beginning with the letters &#8216;GNW_&#8217; or &#8216;GNE_&#8217; it will automatically create buttons to hide/unhide such objects. Any prefixes can be defined in the setup options and will be saved for use on future scenes. 


Playback Speeds v1.1

This tool allows the user to quickly change the playback speed of their animation while it is being played. Simple buttons grant the user the ability to play Max’s timeline at ¼x, ½x, 1x, 2x or 4x the regular speed.


Playback Tools v1.1

I often use this tool when working in expert mode as it gives the user access to the playback tools of the timeline. 


Quick Align v2.1

Speeds up repetitive aligning by prompting the user to pick the source and target. Very useful when aligning or re&#45;aligning multiple objects. 


RAM Player Last Two Previews v2.2

RAM Preview. Previews your current animation range and loads it, along with your previous preview, in to the RAM Player for comparisons. 


Re&#45;Open Last File v1.3

Re&#45;Opens the most recent max file. Great when Max crashes! 


Reset All Viewports v2.1

Resets the viewports and frames all. 


Select Biped v1.2

Select any limb of a Biped character. Works best when assigned to keyboard short cuts. 


Select Opposite v1.1 

Unfortunately Character Studio does not give the user the ability to create shortcuts to some of the most useful tools it has to offer. This script detects which Biped bones are selected and then mirrors the selection i.e. left arm to right arm. This script supports multiple selections of bones and unlike Character Studio, it can be run on combinations of bipedal and regular bones. 


Selection Set Material v2.1

Generates selection sets based on Material names. It will group all objects using the same material into one selection set. 


Set Free Key v1.1

This simple script will set a free key for a biped character. 


Set Planted Key v1.1

This simple script will set a planted key for a biped character. 


Set Sliding Key v1.1

This simple script will set a sliding key for a biped character. 


Show Trajectory v1.3 

Toggles the trajectory on/off for the selected objects. Now supports Biped objects. 


Toggle Edge Faces v1.1

This tool will toggle the visibility of edge faces within the currently selected polygon. 


Toggle Key Mode v1.1

Toggle key mode. 


Toggle Selection Brackets v1.1

Toggle the selection brackets of all animated objects within your scene. 


Toggle Vertex Colours v2.1

Toggles the vertex colours on/off for the selected objects. 


Unhide Selected v1.1

Unhides the selected objects. This is particularly useful when hiding selection sets as the selected objects can quite often become hidden. 


UVW Map Selected v1.1

This script will apply a UVWMap modifier on all selected objects and set the mapping type to box.&amp;nbsp;</description>
      <dc:date>2008-04-21T20:53:00-06:00</dc:date>
    </item>

    <item>
      <title>graphSelectedFaces.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/graphselectedfacesmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/graphselectedfacesmel/#When:18:42:00Z</guid>
      <description>Script by Naughty Nathan


This script opens the hypershade window and displays whichever shaders are being used by the currently selected polygons/objects. Pretty straightforward really but pretty goddamn essential..</description>
      <dc:date>2008-03-13T18:42:00-06:00</dc:date>
    </item>

    <item>
      <title>fileNodeRename.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/filenoderenamemel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/filenoderenamemel/#When:18:40:00Z</guid>
      <description>Script by Naughty Nathan


This script renames the selected file nodes with either their file&#8217;s filename or their parent shader&#8217;s name. If no file nodes are selected it will rename ALL of them.</description>
      <dc:date>2008-03-13T18:40:00-06:00</dc:date>
    </item>

    <item>
      <title>changeShelf.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/changeshelfmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/changeshelfmel/#When:18:38:01Z</guid>
      <description>Script by Naughty Nathan


This script allows you to cycle forwards and backwards through your shelves. The best way to facilitate this would be assigning it to two hotkeys ( [PgUp] and [PgDn] would be a good choice!). The script also has another &#8216;hidden&#8217; function, designed as a complement to the RMB context stuff I&#8217;ve done. Any shelves whose name starts with &#8220;user&#8221; are automatically SKIPPED when using &#8220;changeShelf&#8221;.</description>
      <dc:date>2008-03-13T18:38:01-06:00</dc:date>
    </item>

    <item>
      <title>splitByVertex.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/splitbyvertexmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/splitbyvertexmel/#When:19:20:00Z</guid>
      <description>Script by Naughty Nathan 


This script splits faces between selected vertices (though not over existing edges) It saves you having to use edge/vtx snap while using the polySplit tool and also allows continuous unbroken splitting across vertex junctions, which is impossible to do with the polySplit tool. splitByVertex currently uses a very lazy and stupid method of trying to split every single selected vertex with every other selected vertex (rather than doing some basic face&#45;connection checking to speed up the process greatly). The next version will include this optimization and may even be complete by the time you read this&#8230; There is also an interactive version of this script: polySplitByVertex.mel, which allows you to continuously select vertices and have them split in real time as you go.</description>
      <dc:date>2008-01-24T19:20:00-06:00</dc:date>
    </item>

    <item>
      <title>snapVertexToNearest.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextonearestmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextonearestmel/#When:19:19:00Z</guid>
      <description>Script by Naughty Nathan 


This script simply moves every selected vertex to it&#8217;s nearest neighbouring vertex (within the given distance) ignoring other selected vertices. The proc checks every UNSELECTED vertex in the object(s) within proximity to your vertex(s) so it can be quite slow if you have close&#45;by objects with a lot of vertices (100+). The number of objects in the scene doesn&#8217;t affect the speed as they are ignored if they are more than the specified distance away. If you have complex geometry but it is split into multiple objects this proc will actually run much faster.</description>
      <dc:date>2008-01-24T19:19:00-06:00</dc:date>
    </item>

    <item>
      <title>snapVertexToGrid.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextogridmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextogridmel/#When:19:18:00Z</guid>
      <description>Script by Naughty Nathan 


This script simply moves every selected vertex to it&#8217;s nearest grid point (based on current grid settings).</description>
      <dc:date>2008-01-24T19:18:00-06:00</dc:date>
    </item>

    <item>
      <title>snapUVToGrid.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapuvtogridmel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapuvtogridmel/#When:19:17:00Z</guid>
      <description>Script by Naughty Nathan 


This script simply moves every selected UV to it&#8217;s nearest grid point (based on current UV grid settings).</description>
      <dc:date>2008-01-24T19:17:00-06:00</dc:date>
    </item>

    <item>
      <title>snapVertexToAverage.mel</title>
      <link>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextoaveragemel/</link>
      <guid>http://area.autodesk.com/index.php/downloads_scripts/script_detail/snapvertextoaveragemel/#When:19:17:00Z</guid>
      <description>Script by Naughty Nathan 


This script simply moves every selected Vertex to the average centerpoint of the entire selection. It does this by calculating the selection&#8217;s bounding box, calculating this bounding box&#8217;s center then moving each vertex to that position.</description>
      <dc:date>2008-01-24T19:17:00-06:00</dc:date>
    </item>

    
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