О программе: Soulburn scripts pack - это сборник полезных скриптов для моделирования для 3ds Max. Это финальный пакет скриптов, автор отказался от дальнейшей разработки ввиду лицензионной политики AutoDesk.
Описание скриптов (на английском) aligner Aligns one object to another. Similar to the Align tool in max, but optimized to allow a variety of aligns with the least number of mouse clicks necessary.
alignViewportToFace Aligns the viewport to the selected face.
bitmapCollector Collects all the scene bitmaps and places them into a single directory, updating your scene to point to their new home.
blendedBoxMapMaker Creates a Blended Box Map for your selected objects. Basically, it's box mapping, but the edges of the box are blended so you can place the map on a curved surface and not have horrible seams.
blendedBoxMapManager Lets you change parameters to any Blended Box Map inside the material you currently have active or the objects you have selected.
blendedCubeProjectionMaker Applies 6 projections (Front, Back, Left, Right, Top, Bottom) to the selected objects, hooks the projections up to 6 maps, and then blends between each map. Great for projecting details onto a set of objects, like box mapping, but each side can be a seperate map, and the edges of the box are blended so you can place the map on a curved surface and not have horrible seams.
blendedCubeProjectionManager Lets you change parameters to any Blended Cube Projection inside the material you currently have active or the objects you have selected.
calculatorLauncher Launches the calculator. Great for having quick access to the calculator from inside the max interface, assign it to a hotkey.
cameraFromPerspView Changes an active perspective viewport into a camera viewport.
cameraLensPackager Lets you set the lenses (Focal Length) on all scene or selected cameras based on 9 presets. The supplied presets are for a Panavision C Series Anamorphic Lens Package, but you can modify the presets to be your favorite values.
cameraMapTemplateRenderer Will render out templates for all selected cameras or all cameras associated with a single cameraMapGemini modifier. Automates the process so you're not stuck rendering a lot of cameras and changing lots of render resolutions by hand.
circleArrayMaker Similar to array, but always rotates your objects to make a complete circle.
curvatureMaker Selects edges of a mesh based on the angle between adjacent faces, and then converts them to a vertex map. For example, you can select all the corner edges of a mesh and then convert them to a vertex map for use with a bump map or a mask to blend between textures.
curvatureManager Lets you change parameters of any Curvature Data Channel on your selected objects. Also lets you propagate an existing curvature modifier to all selected objects. So say you have 3 objects that have a curvature Data Channel modifier and you add 2 objects to your model, propagating will copy and paste that modifier to all 5 objects.
customAttributeRemover Delete all Custom Attributes from selected or all scene objects.
edgeDivider Splits an Edge you select in an Editable Poly into equal parts.
edgeSelectByAngle Selects edges of a mesh based on the angle between adjacent faces. For example, you can select all the edges of a mesh for chamfer by placing a value of 90.
elementSelectByFace Once you've selected a face of an Editable Poly, it will select the entire element the face is associated with. Great for selecting elements without having to leave face mode.
geometryBanger Chooses a % of vertexes in an object and moves them around randomly. Good for adding subtle bangs and bumps to your geometry. The advantage this has over say the Noise modifier is it only affect some verts, which will give a more realistic result. Object Size Compensation tries to bang smaller objects less, and large objects more.
groupWithPoint Takes selected objects and groups or ungroups them by linking them to a point helper instead of using the max group method. Very similar to the way maya handles grouping.
iDSetter Takes all selected objects and applies a material modifier, modifies their object ID, or modifies their User Defined Properties to either a random ID between the high and low value, or a sequential set of IDs based on selection order.
imagePlaneMaker Creates a set of 2d image planes you can use to create a 3d model.
instanceFinder Finds instances of the selected object and does various things to them such as selecting them, printing their names, isolating them, etc.
instanceTrimmer Takes a selection and reduces the selection to include only a single instance from each set of instances.
layerCleaner Deletes all empty layers from your scene.
materialFromSelectedObject Gets the material from the currently selected object and places it in the material editor. If multiple objects are selected, chooses the material from the first selected object.
materialInfoDisplayer Displays various pieces of information regarding material properties of selected objects or the active material (such as the name of the Material on the selected object, the used MatIDs on the selected object, the map channels the active material is currently using, etc).
materialMover Lets you move materials from one place to another. Some common uses: apply a flat grey material (standard, Raytrace, Brazil, mentalray, etc) to all scene objects in one button press. Clear out your material editor with blank materials. Move all the scene materials into the material editor. Move all scene materials to a matlib. Assign a random material from the material editor to a set of scene objects.
materialRemover Removes the materials from the selected objects.
maxfileOldVersionSaver Collects all of the max files in a directory and its subdirectories and saves them as max files for older versions of max.
mirrorObjectAlongAxis Mirrors the selected object along the X, Y or Z world axis, with options for copy or instance. Like the mirror tool, but lets you do some common mirror operations with far fewer mouseclicks.
modelPreparer Sets up your model to have materials applied to it from the Soulburn MaterialAssetPacks using SAL.
modifierUtilities Lets you perform various modifier related tasks on a set of selected objects. For example, takes all the selected objects and adds / removes seperate instances of a specific modifier. Or lets you find any objects in the current selection that contains a specific modifier. Add modifiers to your Favorites area for faster access.
nameManager Lets you rename various things in your scene using a variety of functions.
nodeTypeDisplayer Prints the Class or SuperClass of selected nodes.
objectAttacher Takes your current selection and attaches the objects together. Works on geometry and splines.
objectDetacher Takes selected objects (meshs, polys or splines) and seperates all their elements into seperate objects.
objectDropper Lets you drop objects onto another object. For example, will drop a bunch of rocks onto an uneven ground surface.
objectPainter This script lets you paint objects (geometry, splines, lights, helpers, etc) onto a piece of geometry. Like for example, you can make 10 different rocks, and then paint them in a random fashion onto a terrain.
objectReplacer Replaces a selection of objects with a new object, or randomly from a set of objects.
objectSelectorByMaterial Finds all objects that are assigned the currently active material in the medit and does various things to them such as selecting them, isolating them, etc.
objectUniquefier Takes any selected instanced / referenced geometry and makes it unique.
parameterManager Allows you to change parameter values for all selected objects as a group. For example, you can change the radius of a bunch of spheres together, even though they're not instances of each other. Or you can change the bend value for all selected objects that have a bend modifier.
parentSelector Selects any objects that are not parented to anything. This is really useful if you want to select all the top level parents in your scene or selection, maybe to later link them to a master dummy object.
pFlowRemover Even after deleting a PFlow Source object from your scene, you can sometimes end up with cruft nodes that are invisible to you, but exist in your scene, and can be viewed if you try and merge your current scene into a fresh scene. This scene flushes all of those nodes out of the scene. Also includes some tools for finding and printing out the nodes in case you need to delete them by hand.
pipeMaker Creates a big mess of pipes. This script uses a lot of code from vidarn's "Pipe Dream" script, I've taken the basics of his script and rebuilt it to do pipes that have more options on how dense the final geometry is, the full volume the pipes inhabit, etc. Maybe you'll find my changes useful too.
pivotPlacer Places the pivot of the selected objects in one of 27 spots such as center, bottom, top, high left side, etc. You can also align pivot to currently selected vert, edge or face.
polyCountSelector Selects objects based on their facecount.
renderSizer Sometimes when you render you want to do a test render that's smaller. But changing the render size means you then have to remember what the old size was and re-enter it when you're done test rendering. This script allows you to render a smaller test render size (by percentage) without modifying your final render size.
selectionRandomizer Will randomly select objects based on a value provided.
snapShoter Like the snapshot command, except turns your mesh to an editablePoly when done, and a couple of other goodies, like selecting the newly created objects. Only for unanimated objects, does not let you produce an object per frame like the max tool.
softSelectionControl Toggles, or turns on or off the soft selection tool for objects.
soulburnAssetLoader A quick way to let you merge various assets into your scene from a nice icon based interface (including Environments that consist of lights and hdris, material presets and individual models). I got the idea from looking at keyshot, while keyshot is a nice piece of software, it's quite limiting when you want to do something more complex (like adding rust on an object for example.) But it's great at quickly swapping materials and rendering them in a realistic environment. So hopefully this script can help you achieve the speed but lets you to customize your materials and rigs more than keyshot allows. Works with any 3dsmax renderer.
soulburnScriptsLister Lets you run any of the SoulburnScripts from a handy dropdownlist.
splineKnotManager Takes all selected splines and converts all their knots to a specific knot type such as "Smooth", "Corner", "Bezier" or "Bezier Corner".
splineKnotToObject Takes all selected splines and places a specified object at their knots.
splineManager Lets you modify various controls for all selected splines.
splinePainter This script lets you paint splines on the surface of another piece of geometry.
subdivisionAutomator Quickly assigns a subdiv modifier (meshsmooth or turbosmooth) to all scene or selected objects. This is good if say you want to have all objects in your scene converted into subdivs at rendertime without the need to constantly select objects, find the right modifier, assign the modifier, etc.
subdivisionIterationManip Lets you increase or decrease the number of subdiv iterations for selected objects.
subdivisionManager Lets you modify various subdivision controls on all selected objects (both polyobjects and meshsmooth modifiers)
texmapBaker Bakes any arbitrary map tree on a series of selected objects. So say you have a vertex color map running through a warp texture, and you want to use it as a bump. Well, vertex maps don't create proper bumps, so you bake the texture using this script, and then plug the resulting bitmap into the bump slot, and now because it's a baked texture map instead of procedural, the bump map will work properly. Or say you have a super complex diffuse map, you can bake part of the diffuse map network into a texture to speed render times up.
texmapPreview Does a render of the currently selected texmap from the material editor on the objects that it's applied to in the scene. Think of it as something similar to the "Show Map In Viewport" function, except it works with all procedurals (Show Map In Viewport does not always produce correct results) and does a full render instead of doing the openGL viewport preview.
thinFaceSelector Finds and selects faces that are really tall and thin. Good for finding thin faces in a complex mesh, faces that may be best to subdivide to make all your faces more square.
transformRandomizer Lets you translate, rotate and scale a group of objects or modifier gizmos by a random amount.
transformRemover Resets the position, rotation and / or scale of the selected objects.
transformSelector Lets you select objects based on their position, rotation or scale.
twoDPlanView Creates an orthogonal 2D Plan view of your scene, perfect for creating 2d elements using max's tools.
uniqueObjectFinder Finds objects in your selection that are unique, ie, that don't have any instances of themselves, and then does various things to them such as selecting them, printing their names, isolating them, etc.
uVAreaDisplayer Prints the area of the currently selected UV faces.
uVFlattener Lets you flatten a selection of UVs, or in other words aligns all selected UVs horizontally or vertically. The advantage of using this tool over the one provided in the Unwrap UVW editor is you can choose to align the UVs to the average, the min or the max.
uVFlattenMapper Applies Flatten Mapping (also sometimes refered to as Automatic UVs), which is the same as the Flatten Mapping in the UVWUnwrap modifier, but unlike that one, can be applied to a selection of objects with each object using their own map, or all the objects sharing a single map. Good for just getting some sort of mapping on all scene objects in one button press, perhaps to then send to a paint app or to bake a texture map.
uVPlacer Lets you modify the positions of selected uvs using a handy dialog box.
uVTransfer Transfers uvs from one object to the next. Useful if you have two identical meshes, but their vertex order is messed up (like perhaps in the situation where you exported the object to a seperate application for uving and that application messed up the vertex order.) This script can transfer the uvs from the new object to your original object in max, even if the order is different.
vertexAndEdgeConnector Performs a number of Connect functionality in one script. For example, in vanilla max, you can't assign the same hotkey to both connect an edge and connect a vertex. You also can't have one hotkey that both connects in an EditablePoly and an EditPoly. This script allows you to have one hotkey to do all of that, and it detects what mode you're in to choose what action to perform.
vertexEdgeFaceSelectByNormal Selects verts, edges or faces of a Editable Poly based on an angle threshhold. This is identical to the tool on the Modeling Ribbon, but now accessible as a macroscript since the one in the ribbon didn't have a macroscript available.
vertexMapDisplayer Toggles or turns on or off the vertex map viewport display for all scene or selected objects.
vertPlacer Allows you to move the vertexes in an object or the knots in a spline to a single value, either the average of the current values, or a specific value. Good for flattening out groups of vertexes.
vertSelectionToObject Places objects at the positions of the currently selected vertexes.
viewportControl Lets you control the view you're currently seeing in the viewport in a handy dialog box.
viewportToVFBLoader Gets the currently active viewport and loads it into the VFB. Most useful in Vray so you don't have to do a render to set your render region. Originally written by Dave Wortley (http://davewortley.wordpress.com/), I added limited support for the scanline renderer and a number of extra options like better resize quality and overriding the viewport draw mode.
vrayMatteManager Allows you to turn on or turn off the shadow catching Matte properites of selected objects for vray.
vraySamplingSubdivManager Allows you to adjust the Sampling Subdiv value for scene materials and lights all together, ensuring consistency.
wireColorRandomizer Changes the wirecolor of all selected objects to a random value.
wireMaker Creates a number of wires that travel through various target objects. Useful for making bundles of wires for robots or other mechanical devices in a few simple clicks.
xFormResetter Like the Reset Xform utility, but with a number of improvements: 1) Works on hierarchies without messing up the transformation, 2) Automatically flips the normals of any object with negative scales, 3) Can either turn instances to copies or references (like the Utility does), 4) Can Collapse Mesh To Poly after reset
Процедура установки: 1. Скопировать содержимое раздачи (папки MacroScripts, scripts, UI_ln) в корневую папку 3ds max. 2. Добавить кнопки удобным для вас способом. 3. Весь список скриптов можно отобразить через скрипт: soulburnScriptsListerUI 4. Скрипты предоставлены в двух вариантах с UI (UserInterface) и без. UI - запускает скрипт с окном для настроек, второй вариант выполняет скрипт с настройками по-умолчанию.
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