Josef 'spacefrog' Wienerroither

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

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Maxscript

MXSEditor – Maxscript Editor exposure plugin

MXSEditor – Maxscript Editor exposure plugin

spacefrog April 12, 2025April 12, 2025 3ds Max Plugins, Coding, Maxscript

Just a quick heads-up that i released my MXSEditor plugin for 3ds Max 2025 and 2026. This plugin gives you extensive control over 3ds Max’s built-in Maxscript Editor. Like running Maxscript Editor in an extended viewport, controlling the Maxscript Editor…

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BabylonJS/glTF Exporter for 3ds Max 2026 ready

BabylonJS/glTF Exporter for 3ds Max 2026 ready

spacefrog April 4, 2025April 4, 2025 3ds Max Plugins, Coding, Maxscript

Update: builds for 3ds Max 2026 are ready! I’ve worked hard to get the BabylonJS exporter plugins ready for recent 3ds Max versions. This involved more effort than usually expected, as 3ds Max 2025 introduced an entirely new menu system…

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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, 2016December 3, 2024 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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MXSEditor V1.0 Final released…

MXSEditor V1.0 Final released…

spacefrog July 20, 2016February 1, 2025 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, 2016February 1, 2025 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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ExploreX: persistent Scene Explorer positions for 3ds Max

ExploreX: persistent Scene Explorer positions for 3ds Max

spacefrog May 25, 2016September 7, 2016 Coding, Maxscript

ExploreX is a free Maxscript i released recently to support 3ds Max users in their day-to-day tasks. Max users will have noticed that since Max 2015, “Select From Scene” and other 3ds Max Explorer based dialogs introduced over the last…

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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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PowerSwitcher: Enanced 3ds Max Viewport Switching

PowerSwitcher: Enanced 3ds Max Viewport Switching

spacefrog October 8, 2015September 7, 2016 Coding, Maxscript

PowerSwitcher switches viewports while remembering previous viewport’s position/pan and zoom data. No more panning/zooming after switching through the various different viewports, as PowerSwitcher stores and recalls all that info for you. Comes with addional features like, cycling views through scene…

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PowerPreview: High Quality Nitrous Previews (3ds Max)

PowerPreview: High Quality Nitrous Previews (3ds Max)

spacefrog September 21, 2015September 19, 2016 Coding, Maxscript

With the 3ds Max 2012 release, Autodesk introduced an advanced 3d viewport technology (OGS) to support the vastly improved graphics hardware available. Soon after i got my hands on the first 3ds Max 2012 beta versions ( i’m an official…

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