The following sample scripts can be found at various places in this Help file 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 extrususion functions
Illustrates the creation of Atmospheric effects.
Shows the creation and usage of the ActiveX ListView control by Microsoft.
Excel Spreadsheet ActiveX Control
Illustrates the creation and properties inpsection of an Excel Spreadsheet control.
Illustrates the creation of an Internet Explorer ActiveX control in a rollout.
Windows MediaPlayer ActiveX Control
Shows the creation and usage of an ActiveX Windows Media Player control.
Demonstrates the creation and usage of an ActiveX Winsock control.
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.
NEW: 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
CalculateVolumeAndCenterOfMass
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.
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 subdirectories.
Returns the time value stored in a Daylight_Slave_Controller
Returns the Vertical FOV of a Camera
Gets the EMesh Smoothing Groups
Sets the EMesh 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.
Free Camera Creation MacroScript
Illustrates the definition of Macro Scripts
Illustrates the use of gw.getViewportDib() to access and save the viewport bitmap.
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
NEW: Illustrates the use of the
Execute method to convert strings into MAXScript
expressions.
Grow/Shrink/Loop/Ring Skin Selection
NEW: 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
Normal Spline Modifier Plug-in
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
Super Color Balance FX renderEffect
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
How To ... Develop A Transform Lock Script
Developing a simple script for checking all Transformation locks.
How To ... Remove All Materials
Creating a very simple script removing all materials from the scene.
How To ... Quickly Rename Selected Objects
Developing a simple renaming utility to change the names of selected objects
How To ... Select Non-Quad Polygons
Example of accessing and selecting Polygons in an EditablePoly object.
How To ... Assign Materials Automatically
Shows how to use MAXScript callbacks to automate material assignment
How To ... Move Objects to a Surface
Shows how to use the intersectRay function to find surface points on objects.
How To ... Output Object Data To File
Shows the basic of writing object data to an external text file.
How To ... Output Geometry Data To Text File - Part One
Shows the basic of writing mesh geometry data to an external text file.
How To ... Read Geometry Data From Text File - Part One
Shows the basic of reading object data from an external text file.
How To ... Output Geometry Data To Text File - Part Two
Enhances the mesh geometry output script with support of smoothing groups, material ids and edge visibility.
How To ... Read Geometry Data From Text File - Part Two
Enhances the input script developed in Part One to support the new data added by the preceding tutorial.
How To ... Create a Quick Preview
Implements a simple viewport preview and automatic RAMplayer loading
How To ... Access the Z-Depth channel
A small experiment creating objects based on the Z-Depth of the camera
How To ... Create a MonoChrome RenderEffect
A simple example of a scripted RenderEffect plug-in
How To ... Create Custom Mesh Object
Shows how to create a custom mesh object
How To ... Create Scripted Geometry Plug-in
An example of a scripted geometry plug-in
How To ... Create a Dalmatian TextureMap Plug-in
An example of a scripted texture map plug-in in the famous polka-dot dog look
How To ... Access Windows System Data
Shows an approach to access system data that is not directly exposed to MAXScript
How To ... Sort TrackView Alphabetically
Shows an approach to sort the objects in the TrackView
How To ... Flatten a SplineShape
Example of modifying a slineShape by moving knots and bezier vectors
How To ... Draw a Freehand Spline
Example of drawing a spline with the mouse in the ground plane.
How To ... Enhance the Morpher Modifier With Floating Controls
Example of dynamic UI creation, time and change callbacks usage to create a floater with controls linked interactively to a Morpher modifier.
How To ... Change Objects At Render Time
An example of changing object properties at render time using callback scripts.
How To ... Develop a Vertex Renderer
NEW: An example of a scripted
vertex realtime renderer.
How To ... Transfer ParticleFlow Particle Motion To Scene Objects
NEW: An example of moving scene
objects using Particle Flow particles.
How To ... Affect Particle Flow Particles by Mass
NEW: An example of applying a
Force to particles based on their mass.
How To ... Develop a Bitmap Painting Tool - Basic Utility
NEW: The first step of the tool
creation - The basic tool with a single point brush without strokes
support.
How To ... Develop a Bitmap Painting Tool - Strokes Support
NEW: The second iteration of
the tool adds continuous stroke drawing.
How To ... Develop a Bitmap Painting Tool - Brush Size and Color
NEW: The third iteration of the
tool adds control over the size and color of the brush.
How To ... Develop a Bitmap Painting Tool - Airbrush and Shapes
NEW: The fourth iteration of
the tool adds circular brush shape support and an Airbrush option
with variable strength.
How To ... Develop a Bitmap Painting Tool - Smooth Brushes
NEW: The fifth iteration of the
tool adds a brush with smooth falloff
How To ... Develop a Bitmap Painting Tool - Load and Save
NEW: The sixth iteration of
the tool adds bitmap file loading and saving. Finally, you can
store your work of art to disk!
How To ... Develop a Bitmap Painting Tool - Erase Changes
NEW: 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.
How To ... Develop a Bitmap Painting Tool - Unwrap UV Coordinates
NEW: The eight iteration of the
tool adds UV texture coordinates unwrapping and realtime updates of
the bitmap as diffusemap on a selected object.
How To ... Develop a Bitmap Painting Tool - 3D Painting
NEW: The ninth iteration of the
tool adds 3D Painting on a selected object in the
viewport.
How To ... Develop a Selected Objects Inspector using ListView ActiveX Control - Part One
NEW: This tutorial will
demonstrate how to set up an ActiveX Control in a MAXScript rollout
to display details about selected scene objects
How To ... Develop a Selected Objects Inspector using ListView ActiveX Control - Part Two
NEW: This second tutorial will
demonstrate how to customize the ListView ActiveX Control
defined in Part One and update the display automatically when the
selection set changes
How To ... Develop a Scene Browser using TreeView ActiveX Control - Part One
NEW: This tutorial will
demonstrate how to set up an ActiveX Control in a MAXScript rollout
to display the hierarchy of the 3ds
Max scene nodes.
How To ... Develop a Scene Browser using TreeView ActiveX Control - Part Two
NEW: The second tutorial will
demonstrate how to customize the TreeView ActiveX Control defined
in Part One by adding icons, colors and checkboxes to display and
control the hidden state of scene nodes.