Josef 'spacefrog' Wienerroither

3ds Max Specialist | Games & Tools Developer | Autodesk Expert Elite

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3ds Max Plugins

MXSEditor plugin builds for 3ds Max 2018/2019 released

MXSEditor plugin builds for 3ds Max 2018/2019 released

spacefrog September 30, 2018October 2, 2018 3ds Max Plugins, Coding, Maxscript

Just a quick heads-up that i updated the MXSEditor plugin for the latest 3ds Max versions. Just download from the original download link For the inital release post containing all the documentation what this plugin is all about, simply head…

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PowerCoreTools: 3ds Max CPU management tool (Update: link fixed !)

PowerCoreTools: 3ds Max CPU management tool (Update: link fixed !)

spacefrog August 29, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

PowerCoreTools V1.2 released ( Update : obsolete Link fixed ) Just released version 1.2 of my PowerCoreTools CPU managment script for 3ds Max A tool to control CPU usage while 3ds Max is rendering. Automatically sets process priority and affinity…

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Outliner 2.1.6 SF: Compatibility release for Max 2017+

Outliner 2.1.6 SF: Compatibility release for Max 2017+

spacefrog August 9, 2016April 21, 2017 3ds Max Plugins, Coding, Maxscript

Here’s a 3ds Max 2017 compatible version of the great and famous Outliner scene management script by Pier Janssen. This version (2.1.6) now works with the latest 3ds Max release ( currently 3ds Max 2017 ) without crash on open.…

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MAXToA – Arnold for Max render plugin announced

MAXToA – Arnold for Max render plugin announced

spacefrog July 27, 2016October 29, 2017 3d Content, 3ds Max Plugins

Autodesk finally announced the MaxToA rendering plugin at Siggraph 2016. I had much fun testing this really capable renderer. Read more about it and the great achievement the 3ds Max devs were able to pull off in a relative short…

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MXSEditor V1.0 Final released…

MXSEditor V1.0 Final released…

spacefrog July 20, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

I just released the first stable version of the Maxscript Editor control plugin MXSEditor. In short, it allows the Maxscript Editor to be controlled using maxscript and exposes the Editor’s internal SciTE API to maxscript. Addionally it lets you use…

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MXSEditor: The Maxscript Editor Control Plugin

MXSEditor: The Maxscript Editor Control Plugin

spacefrog June 9, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

One of the first, larger C++ plugin projects for 3ds Max i started from the ground up was MXSEditor in 2011. This plugin exposes the complete maxscript editor and it’s internal Scintilla/SciTe text editor components to maxscript. Features include operating…

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MaxSceneInfo: Speed Demo

MaxSceneInfo: Speed Demo

spacefrog May 25, 2016September 7, 2016 3ds Max Plugins, Coding, Maxscript

Some time ago i recorded a speed demo of my MaxSceneInfo dotNet library in action ( Sorry – still in development 🙂 ). The cool thing i demonstrate here is using Powershell to search the filesystem for 3ds Max files…

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Experiment: Using Lucid Beta to shrink-wrap Geometry

Experiment: Using Lucid Beta to shrink-wrap Geometry

spacefrog November 6, 2015November 6, 2015 3d Content, 3ds Max Plugins, Experiments

3ds Max fans may know this already: Well known 3ds Max tools developer Ephere is currently busy integrating Nvidia’s Flex particle simulation technology into 3ds Max. They pump out beta versions at a quite fast pace. Since i applied to…

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MaxSceneInfo: Explorer Integration for 3ds Max Files (WIP)

MaxSceneInfo: Explorer Integration for 3ds Max Files (WIP)

spacefrog October 28, 2015November 6, 2015 3ds Max Plugins, Coding

Every 3ds Max User suffers from the following: While working with 3ds Max scenefiles ( *.max ) in windows explorer, information about the file’s content without launching 3ds Max is not accessable. 3ds Max files are blackboxed binary files, using…

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3ds Max plugin recompiles…

3ds Max plugin recompiles…

spacefrog July 30, 2012November 6, 2015 3ds Max Plugins, Coding

Here’s a quick post to list some recompiles i did for plugins shipping with 3ds Max using the 3ds Max SDK. I did them in the past few month’s or so. Each of them fixes specific bugs or introduce a…

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