PLUGINS - free for RPManager licensees and personal use.
Below are some plugins that are freely useable
for licensees of RPManager, free for non-commercial or academic
use for anyone, but requires a small payment (per studio) for commercial
usage. There are no special versions or licensing required, what
is downloadable here is the final and only version.
- Category: Modelling Aid
This tool colours polygons by number of verts/edges.
by 3, 4 or 5+ verts/edges. Makes it easy to see triangles, quads,
and 5+ sided polygons for cleaning up models. Also has a numeric
feedback as tiny triangles may be missed at a first glance.
Works on both poly and mesh stacks, but note
it will convert mesh to poly.
to the ColorPolyByVerts Help/Download page
- Category: Modelling/Morph Target Creation Aid.
This tool mirrors, flips or resets vertex positions,
based on a symmetrical reference node. Created for morph target
generation. Unlike the symmetry modifier,
vertex ordering will not change so morph targets will not lose validity.
Works on poly, mesh and patch models.
to the Transmographier Help/Download page
- Category: Modelling
This is a tool that enables
you to copy and paste vertex positions and vertex selections to
and from anywhere in the stack.
Works on poly, and mesh models.
to the PasteVertexBuffer Help/Download page
Below are some free plugins. Use at own risk.
Multipass Motion Blur - 3dsmax R6/R7
This is a modified multipass motion blur. Same
settings as the built in one, with some extra options for the blending
Clockwise from top left: Regular, additive,
lighten, screen (lighten had more steps).
The screen and additive modes were originally
intended for separate specular only passes - not accurate, but stops
the per-pass clamping from leaving your supposedly hot speculars
here - copy it to your plugins directory and restart max.
Email me if you want to see an R5 version.
- NOT YET AVAILABLE
This is a map plugin that allows you to control
the individual RGB output of the map, with 3 slots to populate with
submaps and various transfer modes.
Loosely based on the Digital Fusion Boolean
tool, it also has features from the Digital Fusion Color Corrector
- with color correction by shadows, midtones and highlights. There
is also some control over what is defined as shadow/midtones/highlights
to cater for a range of inputs.
Some basic emulation of the photoshop levels
tool is also included.
Current limitation is that it pretty much does
nothing in the Bump channel, I'll hopefully get time to work it
out some day. In the meantime this can still occasionally be a useful
Go to the ChannelOps Help/Download page (soon).
Below are some freely downloadable and useable
tools for commercial or non-commercial use, some require that RPMdlx.dlx
from either the RPManager or RPManagerLite installations is installed,
or you can download the R5.1 plugin here,
or the R6.0/R7.0 plugin here
(put it in your plugins directory, or equivalent, and restart 3dsmax).
- version 0.5: (requires RPMdlx.dlx)
This tool unwraps your mesh and exports the
edges as paths in an Adobe Photoshop file - the unwrapped mesh is
then easily used as a template for painting etc. and allows resizing
of the psd file with no loss of precision in the accuracy of the
paths. Photoshop's built in hotkeys to show/hide the current path
make it easy to work with, and each polygon is exported as a separate
path allowing for selections in photoshop based on poly's. Supports
specified mapping channel, UV/VW/UW unwrapping, with filters for
selected faces, material id's, smoothing groups, as well as offering
a Wrap Around mode (as per most other unwrappers). Batch unwrapping
multiple objects is supported, but not batch unwrapping multiple
UV channels (yet).
sample exported PSD file
PSDPathUnwrapper - (note it needs RPM.dlx from one of the RPManager
NOTE: PSDPathUnwrapper is an .mzp file
that needs to be 'Run' from within max to install - if your download
has a filetype of '.zip' change it to '.mzp'.
Tools: Envelopes 2.0
This is a new version of the skintoolsenv that
is has been available for some years now, it can save large amounts
of time when setting up skinned characters.
New features include a reworked UI allowing
finer control over start/middle/end envelope crosssections with
modify value by absolute/relative/percent, the ability to rotate
indvidual bones (very useful for when they initialise in the wrong
orientation), an assign skin feature which allows you to set the
initialisation parameters, dockability, compact floaters for all
and selected bone controls, choice of axis for the move crosssection
end mode, and a replace bone feature which allows you to replace
an existing bone in your rig with an object not currently in the
rig while maintaining the enveloping and weighting.
After running the script in the downloadable
zip file you can find it in the 'RPManager' category of your customise
UI controls. Note that you need to have a skin modifier active in
the modify panel, and if this tool was already open have used the
'rebuild Selection Sets/Bones' button to initialise the script properly.
- faster and easier open/merge/save/browse your scene files.
This tool is designed to make it easier to get
to the files you are currently working on, or just want to have
handy - it presents a customisable list
of directories that you can open from with a double click - or merge
from, save from, or open scripts from (useful for scripters too...
funny about that).
New for 0.96 is
View Image From...
Load Bitmap into Active Bitmaptex From...
Load Xref Scene From...
Save Selected Objects To...
Export Scene To...
Export Selected Objects To...
Ideal for times you are working with many shots
and find yourself jumping around between them, TD's should get good
value from this, as will scripters working on multiple scripts.
You can colour code the directories it lists,
have them display an alternate name to the base directory, and set
up filters for which directories to show for the container directories.
Check the help file (not yet available) for a description
of how to manage your paths.
Usage: There are two ways of setting up what
paths to display - container paths and include sets. Container
paths display all the directories in the path you specify,
which you can filter (ie a filter of 'shots*' will show only directories
starting with 'shots'). Include sets allow you to specify
the exact paths to display in the list. Both container paths and
include sets can be used together and are picked from the dropdown
list at the bottom of the interface.
To manage the sets and paths RC in the list and pick 'Manage Paths',
this brings up this
When you first install quickNav a container
path and an include set are created automatically to get you started.
Install by running the .mzp that is downloadable
- if it ends up as a .zip file rename it to .mzp. It can be found
in the RPManager group of the customise UI, but also opens immediately
after intallation, from there via a RC on the list you can set it
to open automatically when you open max and do stuff like have it
dock by default too.
When first it opens it will ask whether you want to use an existing
paths .ini file or create a new one.
For the sacrifice in screen space you may find it worth it to have
it visible at all times docked to the left (or right), but if you
have it floating there is the option to have it automatically close
after successfully opening/merging/saving to one of its directories.
NOTE The secondary paths feature in the RC menu
is unavailable at the moment, it will allow you to load a second
list of paths so you could have both a local set of paths as well
as being able to subscrbe to a second set which could be on a network
drive and shared by many.
snapshot: Path Manage Dialog
snapshop: RC Menu
Help file (soon)