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39 records match your query.
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Author / WWW Name / Download Plugin Type
Itoo Software Glue Tool v2.7
410 KB
Utility
Compiled / Description
28.03.2019

This plugin aligns the pivot point of a selection of objects over the surface of a base object. Can also conform a spline over the surface.
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Author / WWW Name / Download Plugin Type
Lukas Cone HavokMax v1.13
876 KB
Utility
Compiled / Description
10.05.2021

This plugin allows you to import and export Havok files.
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Author / WWW Name / Download Plugin Type
HABWare HMesher v9.1
55.2 KB
Utility
Compiled / Description
04.04.2011

HMESHER allows you to explore a mesh object. You can detach submeshes using the connectivity information in a mesh.
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Author / WWW Name / Download Plugin Type
BlurBeta LightBoy v2.01
3.0 MB
Utility
Compiled / Description
16.04.2011

A tool for managing scene lighting from a lightboard.
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Author / WWW Name / Download Plugin Type
Marsel Khadiyev MaxDotNet v1.2.8.0
7.4 MB
Utility
Compiled / Description
08.04.2011

This is an incredible piece of work, it is a .NET framework for the whole Max SDK. This means that anything that can be done in C++ can alternatively be acomplished using any of the common runtime languages (eg. C#).

The benefits of writing plugins or scripts this way are:

- The obvious benefits of using a managed language: garbage collection prevents serious memory bugs, ability to use reflection, integration with the rest of the .NET framework, much better IDE support, etc.

- Plugins are forward-backward compatible: the interface assembly they link to doesn't depend on MaxDotNet implementation

- Plugins compiled are x86/x64/platform neutral: compiled IL code is platform neutral by definition

- Built-in SDK documentation: All of the Max interfaces used contain full documentation extracted from the Max docs

- Unit testing and remote execution: Included remoting framework, along with .NET's great support for remoting allows all plugins and Max scenes to be unit-tested straight from the IDE, providing a very agile approach to tools development

- Dynamic loading/unloading of assemblies inside Max: this means you don't have to restart Max once changes are made to a plugin. MaxDotNet simply re-loads the modified assemblies with the current scene so that testing/development can be continued without interruption.

Please note that this is released in this form for NON-COMMERCIAL use only under GPL license. For commercial use and full source-code special licenses are available.
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Author / WWW Name / Download Plugin Type
BlurBeta Object Utilities v1.01
3.0 MB
Utility
Compiled / Description
16.04.2011

Lets you interrogate, rename and cleanup objects in Max.
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Author / WWW Name / Download Plugin Type
HABWare Panorama v9.1
101 KB
Utility
Compiled / Description
04.04.2011

A utility that allows you to render a panorama image from your scene which can be used by Live Pictures Viewer.
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Author / WWW Name / Download Plugin Type
Autodesk, Inc. Physique2Skin Utility v1.0
199 KB
Utility
Compiled / Description
15.05.2014

This utility converts Physiqued meshes to skinned meshes.

Thanks go to John Brandwood for recompiling this for Max 2008 to 2013!
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Author / WWW Name / Download Plugin Type
Crytek GmbH PolyBump Utility v1.1
4.97 MB
Utility
Compiled / Description
14.06.2011

The PolyBump utility enables you to calculate different texture maps (normal maps, displacement maps, unoccluded area direction, etc) from highpoly objects to lowpoly equivalents, and is part of the Crysis 2 Mod SDK, which is a complete custom content creation tool. The tools included give the opportunity to not only create new singleplayer and multiplayer maps, but also complete modifications based upon your own asset and/or script creations and adjustments. Alongside the SDK comes a whole set of example assets that can be used as reference when creating new content for Crysis 2.
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Author / WWW Name / Download Plugin Type
Mankua / Josef Wienerroither PowerStamper v1.0
1.44 MB
Utility
Compiled / Description
06.11.2021

PowerStamper builds textures using bitmap projection. This means that an image is projected onto the 3D surface of a model, and stamped into its material bitmap textures.

The image is projected using the active viewport, which can be an orthogonal projection (Top, Front, User) or a perspective projection (Camera, Spot Light). The projected image is known as the 'Stamping Image' and the material bitmaps as the 'Output Bitmaps'.

More information can be found here, and the latest source code is available from Josef Wienerroither's GitHub repository.

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