Top 10 Useful 3ds Max Scripts that SPEED UP My Work

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Hello guys! This time, I will show you 10  useful 3ds Max scripts you can use daily. Best place to find these scripts  and many others is scriptspot.com, that’s where I get most of my scripts. Let’s start with the script I use the most often  - copy and paste. Let me show you how it works. So you need to select the objects you want  to copy to another scene and click the icon. After the files are saved, you can paste  them to another scene you have opened. I use this script almost every  time I work on a project. And I cannot imagine working in max without it! Also, if you want to get the copy-and-paste  script, you can download it from our   website. The link will be in  the description below the video. The next one is pretty similar but in this case,   you can copy and paste objects  globally. What does it mean? You can copy the objects onto one computer. They are saved somewhere on the network  that is accessible to different computers. We can go to another computer that can access the   same network and you are able to paste  it to this computer. Magic, isn’t it? It is super useful when a couple  of people work on the same project. Btw, if you want to know how to  create a custom toolbar like this,   you can watch my video on this topic. I’ll put the link to it in the corner. This script is pretty handy as well, we can  attach multiple objects at once. Let me show you… Let’s say, we want to have these  beer glasses attached altogether. What we need to do is select all the objects  we want to attach and choose the script. With this one, we can attach objects  to editable poly or to editable mesh. I will use the editable poly option in this   case but it works exactly the  same, just the output varies. That’s it, attach is done. So instead of attaching them one by one  or looking for objects from the list, we can easily attach multiple  objects with just one click. By the way, with this script, the attached  object will also be added to the active layer. The next one is helpful when working  on the camera and composition. We will get a panel where we can choose  from different composition rules. It is a perfect way to make sure that your  composition is balanced and well-planned. The guidelines will appear in the active view. There is also an option to create a custom grid. We can set a specific number of  horizontal and vertical guidelines. I share this script on my site, as it’s hard to  find online, I will put the link in the corner. This script is pretty easy to use and  really makes working on projects fast. Normally to measure things in 3ds max,   the quickest way is to draw a  plane and check its dimensions. But with this script, we can do quick  and rough measurements even faster. We only need to click on the icon and choose  the start and end points of the measured object. And we have a distance! It may work great, f.ex.  if we want to check the scale of the scene. Another script that can make your  life easier is the speedometer. Thanks to this, you can measure the speed of  the animated object to make it look realistic. You need to click on the animated  object and turn on the script. You will get the speed in  the unit you will choose. It will of course vary depending on  the frame you will measure the speed. So as an example, at this point, the  car is driving 37.1 miles per hour. Or, if we change the units,  it is almost 60 km per hour. This one I use when I work with  the wire color render element. As an example, here we have one  big bluish spot. It’s not really   helpful if we want to use it in the post later on. Instead of going to specific objects  and changing their colors one by one,   we can do this automatically. We have a couple of options here, we  can randomize wire color by layer,   by material, or get random colors for each object. Typically, I use the last one. We need to reset the rendering though. Here we go! Now, we have various  colors on different things. Perfect! Now, in case, we need to use it in the  post, we can easily select any object! Now, I will show you the cool script for pivots. Normally, to move the pivot to another place,   we can go to Hierarchy, Pivot,  and choose the Affect Pivot only. However, I use the script that moves the  pivot to the place we select on this cube. So for example, let’s say we want to  have the pivot in the center on the top. Or at the bottom. Nice and easy! And so helpful! I have also the most common pivot position set up. This way, I can quickly change the pivot  place to be at the bottom, in the center. This one, I use the most often. This one is pretty helpful during modeling. For example, let’s say that  I want to model the tap here. I need to use the blueprint if I  want to model something specific. I can use the Reference Planes for this. We need to drag and drop the image we want   to use and it will appear in the  scene in the correct proportions. We can adjust the scale and  material that is applied to it. This one is super useful when we want  to make existing objects - instances. At this moment, you can notice that only  some of the armchairs are instances. If they are all the same and have the same  material on them, it makes sense to have all of   them as instances so we need to change things just  in one object and it will affect others as well. So we can pick the master object that  we want to have as an original one. And then, select all other  files we want to be instances. Here we go! Super handy one! 1. Random Transfor i Z Rotation - Dopisać With this script, you can randomize the position,  rotation, and scale of the selected objects. Let’s say, we have one model of  shrub that we want to randomize. As I mentioned, we can randomize the  object’s position, rotation, and scale. Let me show you some examples  of using this script. We can for instance move them  randomly only on the X and Y axis. We can set the numbers here.  Let’s say, from 0 to 1. And click ‘go random’. We can also rotate. In this case, it makes sense  to rotate only on the z-axis. We can set the rotation to 50 for instance. Go random! Here we go! We use the same model but  it’s not visible at the first glance. To make the randomization to a higher  level, we can additionally use scale. I would select all the axis and this time, I will  set the first value to 90 and the second to 110. This way, some of the models will be  smaller than the original and some bigger. Perhaps the difference is not enough, we can  change the value to 130 and click go random again. Here we go! Pretty handy! Also, you can have a script that  randomizes only in the z-axis,   it’s pretty handy when you want to quickly  randomize trees for example. Let me show you… We need to select the objects  and choose the script. Here we go! The randomization  is done automatically! We can click a couple of times  to get the effect we like. I can make it easier for you to see,  I’ll show you this from the top view. If you want to know how to  optimize your time in 3ds Max,   get our custom toolbar with icons and  more, and join our Optimization Training. Also, if you are interested in speeding out  the workflow, watch other videos on this topic. Bye, bye!
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Channel: Arch Viz Artist
Views: 55,069
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Keywords: tutorial, lesson, training, architectural visualizations, cgi, rendering, render, 3d image, 3d visualization, architecture, 3ds max, autodesk, vray, v-ray, corona, corona renderer, interior design, animations, 3d render, interior architecture, artist, architectural visualization artist, 3d artist, art, composition, art rules, camera setup, camera, lighting, lighting setup, materials, photorealistic, storytelling, post production, postproduction
Id: S8oahRXaxu4
Channel Id: undefined
Length: 7min 56sec (476 seconds)
Published: Wed Oct 12 2022
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