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Author / WWW | Name / Download | Plugin Type |
Autodesk, Inc. | Physique2Skin Utility v1.0 13.5 KB |
Utility |
Compiled / Description | ||
09.05.2007 This utility converts Physiqued meshes to skinned meshes. Recompiled for Max 9 by ajigroup. |
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Author / WWW | Name / Download | Plugin Type |
Autodesk, Inc. | Mechanical Desktop 2008 Object Enabler v1.0 7.49 MB |
Utility |
Compiled / Description | ||
27.04.2007 The Mechanical Desktop 2008 Object Enabler is a freeware application that allows object data created in Autodesk Mechanical Desktop 2008 to be accessed in Max 9. |
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Author / WWW | Name / Download | Plugin Type |
Autodesk Inc. | AutoCAD Civil 2008 Object Enabler v1.0 18.9 MB |
Utility |
Compiled / Description | ||
13.04.2007 The Civil 2008 Object Enabler is a freeware application that allows object data created in AutoCAD Civil 3D 2008 to be accessed in Max 9. |
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Author / WWW | Name / Download | Plugin Type |
AFK team | Cornellbox Generator v0.6b 172 KB |
Utility |
Compiled / Description | ||
03.04.2007 This plugin allows you to build arbitrary Cornell box scenes in just a few seconds. The Cornell box is probably the most well known simple test scene for testing global illumination renders. |
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Author / WWW | Name / Download | Plugin Type |
Lesha VH | Color Picker v2.01 164 KB |
Utility |
Compiled / Description | ||
16.03.2007 This utility replaces the standard Max colour dialog with a much improved version. It supports RGB, HSV and HLS colour models. |
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Author / WWW | Name / Download | Plugin Type |
Roger Christensen | PolygonCount v9.0 9 KB |
Utility |
Compiled / Description | ||
17.11.2006 This is a recompile of the polygon counter that shipped with Max 8, which includes the 'Budget' option missing in the Max 9 counter. |
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Author / WWW | Name / Download | Plugin Type |
Chris Johnson | CoolPicker v2.1.1 3.81 MB |
Utility |
Compiled / Description | ||
03.11.2006 Coolpicker was originally written by Daniel Rind, and has been updated by Chris Johnson. This version only works in Max 9, and contains many internal code improvements that were made necassary by the upgrade to the Visual studio 2005 compiler. Included with the dll are all the intermediate build files, including PDB files. |
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Author / WWW | Name / Download | Plugin Type |
Fabio Policarpo | Relief Mapping Utility v1.8 1.82 MB |
Utility |
Compiled / Description | ||
02.11.2006 This is a utility for creating normal maps and relief maps for use with the Relief Mapping plugin. |
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Author / WWW | Name / Download | Plugin Type |
Marsel Khadiyev | EPHERE Scene Manager v0.1.2 268 KB |
Utility |
Compiled / Description | ||
20.10.2006 This plugin allows you to easily manage objects in a scene through a visual framework. Many advanced procedures such as searching for items and replacing their text have been implemented. Features include: - Dynamic object creation/destruction from inside and outside of SE dialog - Object type distinction by icons and miscellaneous visual components - Linking/unlinking items through drag-and-drop within the tree, or in the viewports - Option of item hierarchy rearrangement to avoid previously degenerate linking operations - Hiding/freezing items by clicking on icons beside them - Searching of items by one or more of the following: text, polygon count, volume (size), color, and order of creation - Replace item text in all items - Shows currently animated objects - Filtering the display of items based on the object types - Extended GUI with in-max docking abilities - Help and documentation files accessible from inside the plugin - and more... |
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Author / WWW | Name / Download | Plugin Type |
Marsel Khadiyev | EPHERE Schematic Material Editor v0.1.5 1.09 MB |
Utility |
Compiled / Description | ||
11.07.2006 Schematic Material Editor (SME) is a system that allows the user to easily build and examine Shader trees in Max. The authors want the system to also allow fast and intuitive access to using scripted and expression controllers with shaders, and also make re-use of nodes easier and more evident i.e. to show when nodes are instanced and also show what shaders they are used in. They also want it to work not just with Max shaders, but also with all other third party Max renderers. They will also be adding new fuctionality via new logic and utility nodes. |