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  1. 2.7 Naming Scene Objects

    07:57

    from JohnW / Added

    3,206 Plays / / 0 Comments

    Shows how to refer to MAX scene objects within scripts, both individually and as collections. Presents the built-in object sets, like geometry, lights, cameras and so on, and how to name custom collections…

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    • 3.1 Scripting Animation

      14:42

      from JohnW / Added

      4,462 Plays / / 1 Comment

      Describes automatic keyframe scripting using the animate and at-time context prefixes, which mimic the auto-key button and time slider in the MAX user interface. Shows how to work with time in MAXScript…

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      • 3.2 Working with Controllers

        11:47

        from JohnW / Added

        3,296 Plays / / 0 Comments

        Presents low-level animation scripting, working with individual controllers and keys. Shows how to make and assign controllers to MAX object parameters and how to instance and copy them around. Explains…

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        • 3.3 Working with Modifiers

          05:34

          from JohnW / Added

          2,774 Plays / / 0 Comments

          Shows how to build and manipulate modifiers stacks on scene objects within scripts, constructing and adding modifiers and setting up their parameters. Presents an example script that automatically…

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          • 4.1 Loops and Loop Control

            08:40

            from JohnW / Added

            2,589 Plays / / 0 Comments

            Presents the while-loop via an extended example, and describes various loop control commands like continue, exit and return.

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            • 4.2 Case Expressions

              03:53

              from JohnW / Added

              2,105 Plays / / 2 Comments

              Presents the case-statement, a generalization of the if-statement for scripting complex conditional code. Presents a more general version of the LOD script example.

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              • 4.3 More Context Prefixes

                03:55

                from JohnW / Added

                1,905 Plays / / 0 Comments

                Describes two further context prefixes that let you set up common default coordinate systems and scale/rotation centers for large sections of code. Shows examples of how to simply script object transformations…

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                • 5.1 ChainMaker – Geometry Creation using Splines

                  13:27

                  from JohnW / Added

                  3,026 Plays / / 0 Comments

                  A tool for making interlinked chains that follow a selected spline curve in the scene, with settings for link diameter, thickness and color. Presented in two versions, the latter being enhanced to…

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                  • 5.2 Aside – Adding Scripted Items to MAX Menus and Toolbars

                    04:29

                    from JohnW / Added

                    2,221 Plays / / 0 Comments

                    Shows how to extend the MAX user-interface by adding the chainMaker script to a newly-made menu in the main MAX menubar. Introduces macroScripts and how they can be used generally to extend the MAX…

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                    • 5.3 ExportMesh – Writing Custom Scene Exporters

                      06:34

                      from JohnW / Added

                      2,195 Plays / / 0 Comments

                      A function for generating a custom export file containing frame-by-frame vertex position data for a given animated mesh. Introduces mesh-vertex accessing functions and external file creation and output.

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                      • 5.4 Aside – Debugging: Finding & Fixing Script Errors

                        06:02

                        from JohnW / Added

                        1,955 Plays / / 1 Comment

                        Uses the ExportMesh example to demonstrate several different kinds of script errors, how you would find and correct them. Describes syntax errors, runtime errors and logic errors and explains how…

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                        • 5.5 Export Folder, ThumbnailFolder – Processing Sets of Scene Files

                          06:22

                          from JohnW / Added

                          1,979 Plays / / 0 Comments

                          An example that processes whole directories of scene files, not just individual objects in the current scene file. Two versions of the example are presented, one for automatically generating .3DS…

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