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3dsmax-scripting

Automate 3ds Max with MAXScript and Python — scene manipulation, object creation, material assignment, camera setup, batch operations, UI tools, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.

terminal-skillsv1.0.0
Works with:claude-codeopenai-codexgemini-clicursor
Source

Usage

$
✓ Installed 3dsmax-scripting v1.0.0

Getting Started

  1. Install the skill using the command above
  2. Open your AI coding agent (Claude Code, Codex, Gemini CLI, or Cursor)
  3. Reference the skill in your prompt
  4. The AI will use the skill's capabilities automatically

Example Prompts

  • "Review the open pull requests and summarize what needs attention"
  • "Generate a changelog from the last 20 commits on the main branch"

Documentation

Automate 3ds Max workflows with MAXScript (native) and Python (3ds Max 2022+).

MAXScript Basics

MAXScript is 3ds Max's built-in scripting language. Run scripts from the MAXScript Listener (F11), Script Editor, or command line.

Objects and Scene

maxscript
-- Create objects
local b = Box width:100 height:50 length:100 pos:[0, 0, 0] name:"MyBox"
local s = Sphere radius:25 pos:[200, 0, 25] segments:32
local p = Plane width:500 length:500 pos:[0, 0, 0]

-- Access objects
local obj = $MyBox              -- By name ($ selector)
local obj = getNodeByName "MyBox"  -- By name (function)
local all = objects              -- All scene objects
local sel = selection            -- Current selection

-- Transform
obj.pos = [100, 200, 0]         -- Position
obj.rotation = eulerAngles 0 0 45  -- Rotation (degrees)
obj.scale = [2, 2, 2]           -- Scale

-- Properties
obj.wirecolor = color 255 0 0   -- Wireframe color
obj.renderable = true
obj.isHidden = false

-- Iterate all objects
for obj in objects do (
    if classOf obj == Box then (
        format "Box: % at %\n" obj.name obj.pos
    )
)

Materials

maxscript
-- Standard material
local mat = StandardMaterial()
mat.name = "Red Glossy"
mat.diffuseColor = color 200 30 30
mat.specularLevel = 80
mat.glossiness = 60

-- V-Ray material (requires V-Ray installed)
local vmat = VRayMtl()
vmat.name = "Wood Floor"
vmat.diffuse = color 180 140 100
vmat.reflection = color 30 30 30         -- Subtle reflection
vmat.reflectionGlossiness = 0.85          -- Slightly rough
vmat.texmap_diffuse = BitmapTexture filename:"D:/textures/wood_diffuse.jpg"
vmat.texmap_bump = BitmapTexture filename:"D:/textures/wood_normal.jpg"
vmat.texmap_bump_multiplier = 1.5         -- Bump strength

-- Apply material to object
$MyBox.material = vmat

-- Multi-sub material (different material per face ID)
local multi = MultiSubMaterial numsubs:3
multi[1] = VRayMtl name:"Wall Paint" diffuse:(color 240 238 232)
multi[2] = VRayMtl name:"Wood Trim" diffuse:(color 160 120 80)
multi[3] = VRayMtl name:"Glass" diffuse:(color 200 220 230) refraction:(color 250 250 250)

Cameras

maxscript
-- V-Ray Physical Camera (archviz standard)
fn createArchvizCamera name pos target fov:65.0 = (
    local cam = VRayPhysicalCamera()
    cam.name = name
    cam.pos = pos
    cam.targeted = true
    cam.target.pos = target

    -- Lens
    cam.specify_fov = true
    cam.fov = fov

    -- Exposure
    cam.ISO = 400
    cam.shutter_speed = 60.0
    cam.f_number = 2.8

    -- Auto white balance
    cam.white_balance_preset = 1  -- Daylight

    -- Vertical correction (crucial for archviz — keeps verticals straight)
    cam.auto_vertical_tilt_correction = 1.0

    cam
)

createArchvizCamera "LivingRoom" [5, -3, 1.5] [-2, 5, 1.2] fov:75

Lights

maxscript
-- V-Ray Sun + Sky (exterior lighting)
local sun = VRaySun pos:[100, -50, 80]
sun.intensity_multiplier = 1.0
sun.size_multiplier = 3.0          -- Soft shadows
sun.turbidity = 3.0                -- Atmosphere haze

-- V-Ray Rectangle Light (interior fill)
local rect = VRayLight()
rect.type = 1                       -- Plane light
rect.pos = [0, 0, 2.8]             -- Ceiling height
rect.multiplier = 15.0
rect.color = color 255 244 229      -- Warm white (3000K)
rect.width = 60
rect.height = 60
rect.invisible = true               -- Don't render the light shape

-- V-Ray IES Light (architectural fixtures)
local ies = VRayIES()
ies.pos = [1.5, 3.0, 2.7]
ies.ies_file = "D:/ies/downlight.ies"
ies.multiplier = 800.0              -- Lumens
ies.color_mode = 1                  -- Temperature
ies.color_temperature = 3000        -- Warm

File I/O

maxscript
-- Read JSON config (3ds Max 2022+)
fn readJSON path = (
    local f = openFile path mode:"r"
    local str = ""
    while not eof f do str += readLine f + "\n"
    close f
    -- Use .NET JSON parser
    local jObj = (dotNetClass "Newtonsoft.Json.Linq.JObject").Parse str
    jObj
)

-- Write log file
fn writeLog path msg = (
    local f = openFile path mode:"a"
    if f == undefined then f = createFile path
    format "% | %\n" localTime msg to:f
    close f
)

-- Import/export
importFile "D:/models/furniture.fbx" #noPrompt
exportFile "D:/export/scene.fbx" #noPrompt selectedOnly:true

Python in 3ds Max

3ds Max 2022+ includes Python 3 with pymxs module for accessing MAXScript objects:

python
"""scene_audit.py — Audit scene for common archviz issues."""
import pymxs
from pymxs import runtime as rt

def audit_scene():
    """Check scene for common issues: missing textures, high-poly objects, etc."""
    issues = []

    for obj in rt.objects:
        # Check for high-poly objects (>500K faces in archviz is suspicious)
        if rt.classOf(obj) in [rt.Editable_Poly, rt.Editable_Mesh]:
            face_count = rt.getNumFaces(obj)
            if face_count > 500000:
                issues.append(f"High poly: {obj.name} ({face_count:,} faces)")

        # Check for missing materials
        if obj.material is None and obj.renderable:
            issues.append(f"No material: {obj.name}")

    # Check for missing texture files
    for mat in rt.sceneMaterials:
        check_material_textures(mat, issues)

    return issues

def check_material_textures(mat, issues):
    """Recursively check material tree for missing texture files."""
    if hasattr(mat, 'texmap_diffuse') and mat.texmap_diffuse:
        tex = mat.texmap_diffuse
        if hasattr(tex, 'filename') and tex.filename:
            import os
            if not os.path.exists(tex.filename):
                issues.append(f"Missing texture: {tex.filename} (in {mat.name})")

Batch Operations

Command Line Rendering

bash
# Render a scene from command line (no GUI)
"C:\Program Files\Autodesk\3ds Max 2025\3dsmax.exe" ^
  -silent -mxs "loadMaxFile \"D:/scene.max\"; render()" ^
  -o "D:/output/render.exr" -w 4000 -h 2250

# Run a MAXScript file
3dsmax.exe -silent -mxs "fileIn \"D:/scripts/batch_render.ms\""

# Run with specific camera
3dsmax.exe -silent -mxs "loadMaxFile \"D:/scene.max\"; viewport.setCamera (getNodeByName \"Camera01\"); render()"

Batch Process Multiple Files

maxscript
-- batch_process.ms — Process all .max files in a directory

fn processAllScenes folderPath = (
    local files = getFiles (folderPath + "/*.max")
    local results = #()

    for f in files do (
        format "Processing: %\n" f
        loadMaxFile f quiet:true

        -- Do something with each scene
        local objCount = objects.count
        local camCount = (for c in cameras where classOf c != Targetobject collect c).count

        append results #(getFilenameFile f, objCount, camCount)

        resetMaxFile #noPrompt
    )

    results
)

Scene Management

maxscript
-- Layer management
fn organizeByType = (
    local layerMgr = LayerManager

    -- Create layers
    local furnitureLayer = layerMgr.newLayerFromName "Furniture"
    local architectureLayer = layerMgr.newLayerFromName "Architecture"
    local lightsLayer = layerMgr.newLayerFromName "Lights"

    for obj in objects do (
        case (superClassOf obj) of (
            Light: lightsLayer.addNode obj
            default: (
                if matchPattern obj.name pattern:"*chair*" or
                   matchPattern obj.name pattern:"*table*" or
                   matchPattern obj.name pattern:"*sofa*" then
                    furnitureLayer.addNode obj
                else
                    architectureLayer.addNode obj
            )
        )
    )
)

-- Selection sets
selectionSets["Interior Cameras"] = for c in cameras where
    matchPattern c.name pattern:"int_*" collect c

-- Named selection sets for render elements
fn selectByMaterialName matName = (
    select (for obj in objects where obj.material != undefined and
            obj.material.name == matName collect obj)
)

Guidelines

  • Always #noPrompt for batch operations — without it, file dialogs block script execution
  • Use undo on blocks for destructive operations — wrap scene changes so they can be undone
  • gc() (garbage collect) in loops — MAXScript leaks memory in long-running scripts. Call gc light:true periodically.
  • Test in Listener first — debug scripts interactively before running them in batch mode
  • V-Ray objects require V-Ray loaded — check renderers.current before creating V-Ray-specific objects
  • File paths use forward slashes or escaped backslashes"D:/path" or "D:\\path", never raw "D:\path"
  • Python pymxs is slower than MAXScript — use Python for file I/O and logic, MAXScript for scene manipulation
  • Save before batch operationssaveMaxFile (maxFilePath + maxFileName) as a safety net

Information

Version
1.0.0
Author
terminal-skills
Category
Development
License
Apache-2.0