The following sample scripts can be found at various places in this Help as illustrations of certain features. They could be used directly or with small changes in the daily practice or as a starting point for your own scripts. This index should help you locate them quickly.
Shows the creation of simple Scripted Utility.
Illustrates the usage of EditablePoly extrusion functions
Illustrates the creation of Atmospheric effects.
Shows how to combine two images into one, in this case for anaglyph (red/cyan) stereo display.
Shows the correct way for saving multi-frame image files.
Shows a way to convert a bitmap to MAXScript in order to distribute bitmaps as part of the script code.
Shows the correct way to work with the NetRender interfaces.
Implements a limit spinner to control the number of keys allowed to be displayed in TrackBar using a trackbar filter callback function.
Shows the application of planar mapping
Reimplements the Measure Utility's functionality for finding the Volume and Center Of Mass of Geometry Objects.
Shows how to create a simple line between two points in space.
Returns the two vertices used by an edge in an Editable Mesh.
Flips all normals of an Editable Mesh by reversing vertex order.
Returns the local face rotation as displayed in the Transform Type-In.
Returns all files matching a pattern from a given root and all its sub-directories.
Returns the time value stored in a Daylight_Driven_Controller
Gets the Editable Mesh Smoothing Groups
Sets the Editable Mesh Smoothing Groups
Shows a replacement function for saveMaxFile to check for existing files and prompting before overwriting.
Shows a replacement function for saveNodes to check for existing files and prompting before overwriting.
Sets a node's rotation relative to world space
Sorts the sub-materials of a Multi/Sub material by their Material IDs.
Splits a mesh to elements based on the UVW Face Elements.
Converts a mixed case string to upper case to demonstrate the use of various string value related methods.
Provides dynamic controls over all aspects of the current NPR (Stylized) visual style of the Nitrous Graphics Manager viewports.
Provides a User Interface to explore the advanced viewport shading settings like Ambient Occlusion, Indirect Illumination, Depth Of Field etc.
Shows how to split every polygon in an EditablePoly into an Element.
Illustrates the usage of rollouts and rolloutFloaters in macroScripts
Illustrates the definition of Macro Scripts
Implements a Super Expert Mode with just the viewports and main menu visible.
Illustrates the definition of alternative execute handlers in MacroScripts
Illustrates the use of the Execute method to convert strings into MAXScript expressions.
Implement Skin Selection Grow/Shrink, Loop and Ring ActionItems to be used in QuadMenus when skinning.
Convert Edge to Face Selection in Editable Meshes
Convert Edge to Polygon Selection in Editable Meshes
Convert Edge to Vertex Selection in Editable Meshes
Convert Face to Edge Selection in Editable Meshes
Convert Face to Vertex Selection in Editable Meshes
Convert Vertex to Edge Selection in Editable Meshes
Convert Vertex to Face Selection in Editable Meshes
Select Open Edges in Editable Meshes
Illustrates the creation of Scripted Shape Plug-ins
Illustrates the application of Scripted Plug-in Methods. See also threeLights.
Illustrates the application of Scripted Plug-in Methods. See also lightMaster.
Illustrates the creation of Scripted RenderEffect Plug-ins
Illustrates the creation of Scripted Modifier Plug-ins
Illustrates the creation of Scripted SimpleMod Plug-ins
Illustrates the creation of Scripted SimpleObject Plug-ins
Illustrates the creation of Scripted Modifier Plug-ins
Illustrates the creation of Scripted Material Plug-ins
Illustrates the creation of Scripted RenderEffect Plug-ins
Illustrates the creation of Scripted RenderEffect Plug-ins
Illustrates the creation of Scripted Atmospheric Plug-ins
Illustrates the creation of Scripted SimpleObject Plug-ins with UVW Coordinates
Illustrates the creation of Scripted SimpleObject Plug-ins
Developing a simple script for checking all Transformation locks.
Creating a very simple script removing all materials from the scene.
Developing a simple renaming utility to change the names of selected objects
Example of accessing and selecting Polygons in an EditablePoly object.
Shows how to use MAXScript callbacks to automate material assignment
Shows how to use the intersectRay function to find surface points on objects.
Shows the basic of writing object data to an external text file.
Shows the basic of writing mesh geometry data to an external text file.
Shows the basic of reading object data from an external text file.
Enhances the mesh geometry output script with support of smoothing groups, material ids and edge visibility.
Enhances the input script developed in Part One to support the new data added by the preceding tutorial.
Implements a simple viewport preview and automatic RAMplayer loading
A small experiment creating objects based on the Z-Depth of the camera
A simple example of a scripted RenderEffect plug-in
Shows how to create a custom mesh object
An example of a scripted geometry plug-in
An example of a scripted texture map plug-in in the famous polka-dot dog look
Shows an approach to access system data that is not directly exposed to MAXScript
Shows an approach to sort the objects in the TrackView
Example of modifying a slineShape by moving knots and bezier vectors
Example of drawing a spline with the mouse in the ground plane.
Example of dynamic UI creation, time and change callbacks usage to create a floater with controls linked interactively to a Morpher modifier.
An example of changing object properties at render time using callback scripts.
An example of a scripted vertex realtime renderer.
An example of moving scene objects using Particle Flow particles.
An example of applying a Force to particles based on their mass.
The first step of the tool creation - The basic tool with a single point brush without strokes support.
The second iteration of the tool adds continuous stroke drawing.
The third iteration of the tool adds control over the size and color of the brush.
The fourth iteration of the tool adds circular brush shape support and an Airbrush option with variable strength.
The fifth iteration of the tool adds a brush with smooth falloff
The sixth iteration of the tool adds bitmap file loading and saving. Finally, you can store your work of art to disk!
The seventh iteration of the tool adds an eraser option to the right mouse button and a Commit Changes menu option to permanently bake the changes to the image.
The eight iteration of the tool adds UV texture coordinates unwrapping and realtime updates of the bitmap as diffusemap on a selected object.
The ninth iteration of the tool adds 3D Painting on a selected object in the viewport.
This tutorial demonstrates how to use a DotNet class to put the last rendered image into the Windows Clipboard.
This tutorial demonstrates how to use a DotNet Timer object to call a MAXScript function at given intervals without the need for a rollout.
This tutorial demonstrates how to use a DotNet Timer object to call a MAXScript function at given intervals without the need for a rollout.
This tutorial demonstrates how to use a DotNet form to display a file from disk and then print it as multiple pages to the printer.
This tutorial demonstrates how to define and register MAXScript functions with the XView Checker interface introduced in 3ds Max 2010 to perform a Face Area test on geometry objects.
This tutorial expands on the previous example by adding multiple checker modes and custom text and display override functions.
This tutorial continues the development of the Face Area Geometry Checker by implementing sticky settings via an INI file.
This tutorial finishes the development of the Face Area Geometry Checker by implementing a MacroScript to place in the Viewport Menus.