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<channel>
	<title>Programming and animation &#187; MaxScript</title>
	<atom:link href="http://neill3d.com/tag/maxscript/feed" rel="self" type="application/rss+xml" />
	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Sun, 05 Sep 2010 21:11:56 +0000</lastBuildDate>
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			<item>
		<title>Quake MD3 import into 3ds Max</title>
		<link>http://neill3d.com/quake-md3-import-into-3ds-max</link>
		<comments>http://neill3d.com/quake-md3-import-into-3ds-max#comments</comments>
		<pubDate>Sat, 10 Apr 2010 10:43:06 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[MD3]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=951</guid>
		<description><![CDATA[ 
Tools to import animated md3 models in 3dsMax.

Description MD3 format in wikipedia &#8211; http://en.wikipedia.org/wiki/MD3_ (file_format)

Overview:
Md3Convert &#8211; command line utility to convert md3 to msh text format. Command call format &#8211; &#60;md3 input filename&#62; &#60;msh output filename&#62;
md3reader.ms &#8211; a script to import msh format in the scene. Script without the interface, has the function LoadModel [...]]]></description>
		<wfw:commentRss>http://neill3d.com/quake-md3-import-into-3ds-max/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3dsMax repeating RIG</title>
		<link>http://neill3d.com/3dsmax-povtorenie-osnastki</link>
		<comments>http://neill3d.com/3dsmax-povtorenie-osnastki#comments</comments>
		<pubDate>Wed, 25 Nov 2009 19:56:54 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=751</guid>
		<description><![CDATA[
I want to share the script for recording/replaing the object&#8217;s interconnections (RIG io). The point is to remember the relationship between objects and then if necessary to repeat them at the sites with the same name.
Video
This video recorded with the sound, to tell the truth it&#8217;s not very good quality, but I believe that the [...]]]></description>
		<wfw:commentRss>http://neill3d.com/3dsmax-povtorenie-osnastki/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3dsMax script &#8211; render each object separately</title>
		<link>http://neill3d.com/3dsmax-script-render-each-object-separately</link>
		<comments>http://neill3d.com/3dsmax-script-render-each-object-separately#comments</comments>
		<pubDate>Thu, 19 Nov 2009 08:33:04 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=738</guid>
		<description><![CDATA[
Overview
3dsMax very often involved in the process of the production of different parts, objects. If they have accumulated a huge amount for the game and you want to get an image of each of the items separately. For such tasks, I wrote a small macro script that allows you to render each of selected objects [...]]]></description>
		<wfw:commentRss>http://neill3d.com/3dsmax-script-render-each-object-separately/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3dsMax tips and tricks</title>
		<link>http://neill3d.com/3dsmax-tips-and-tricks</link>
		<comments>http://neill3d.com/3dsmax-tips-and-tricks#comments</comments>
		<pubDate>Fri, 26 Jun 2009 19:57:36 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[overview]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=409</guid>
		<description><![CDATA[I want to remind you some usefull tricks in 3dsMax:

- schematic view
In the tutor script collection you can find some schematic tools - Macro_SchematicViewTools.mcr

There is some macro command &#8211; project into schematic view. This can make a skelet navigator like character control in motion builder.

- splineIk
the best solution of this kind of rig is doing by [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Difference between MacroRecorder and MaxScript</title>
		<link>http://neill3d.com/difference-between-macrorecorder-and-maxscript</link>
		<comments>http://neill3d.com/difference-between-macrorecorder-and-maxscript#comments</comments>
		<pubDate>Thu, 25 Jun 2009 12:04:57 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[overview]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=400</guid>
		<description><![CDATA[Macros in 3dsMax don&#8217;t work properly unfortunately, but there could be a handy tool.


Several examples:
1) when working with Flex modifier, there is a problem with wrong call functions of the flexOps
macro version
 $.modifiers[#flex].flexOps.selectVertices #{2..4}
maxScript version
 flexOps.selectVertices $.modifiers[#flex] #{2..4}
 
script swears to the insufficient number of arguments, but there is a macro recording so
2) selecting flex edges
macro [...]]]></description>
		<wfw:commentRss>http://neill3d.com/difference-between-macrorecorder-and-maxscript/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mesh analyzer</title>
		<link>http://neill3d.com/mesh-analyzer</link>
		<comments>http://neill3d.com/mesh-analyzer#comments</comments>
		<pubDate>Mon, 08 Jun 2009 10:20:25 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Polygon]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=366</guid>
		<description><![CDATA[
Polygonal mesh analyzer v1.0.0

Overview
The utility is working with a polygonal mesh and the designated for the Edit Poly modifier. Designed to highlight the edges and polygons with specific characteristics: the open edges, polygons with two vertices, with three, more than four, polygons with zero area, etc.
Short description
Management for each of the characteristic group is simple &#8211; by [...]]]></description>
		<wfw:commentRss>http://neill3d.com/mesh-analyzer/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Convert Point Cache to Vertex Animation</title>
		<link>http://neill3d.com/convert-point-cache-to-vertex-animation</link>
		<comments>http://neill3d.com/convert-point-cache-to-vertex-animation#comments</comments>
		<pubDate>Thu, 28 May 2009 19:26:41 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=344</guid>
		<description><![CDATA[This script is very useful in situations where the animation of the 9 th of 3dsMax and higher versions will need to open in the 6 th &#8211; 8 th 3ds max.
The problem is that since 9 th version of 3ds Max, the format of the data cache has changed (Autodesk Point Cache 2 &#8211; pc2), [...]]]></description>
		<wfw:commentRss>http://neill3d.com/convert-point-cache-to-vertex-animation/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gimbal Killer in the 3dsMax</title>
		<link>http://neill3d.com/gimbal-killer-in-the-3dsmax</link>
		<comments>http://neill3d.com/gimbal-killer-in-the-3dsmax#comments</comments>
		<pubDate>Tue, 07 Apr 2009 09:24:45 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Gimbal lock]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=245</guid>
		<description><![CDATA[To filter gimbal lock I&#8217;m using this simple script.
for obj in selection do
(
	obj.rotation.controller = tcb_rotation ()
	obj.rotation.controller = Euler_XYZ ()
)
Good luck!
]]></description>
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		<slash:comments>0</slash:comments>
		</item>
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