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3dsmax Scripting

Organization
TerminalSkills
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.

Overview

PublisherTerminalSkills
Repositoryskills
Skill name3dsmax-scripting
Stars
155
Forks
21
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by TerminalSkills on GitHub. Read the source before you install it.

Installation

Install the 3dsmax Scripting AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/TerminalSkills/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/3dsmax-scripting .claude/skills/3dsmax-scripting
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable 3dsmax Scripting in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads 3dsmax Scripting on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so 3dsmax Scripting is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

3ds Max Scripting

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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the 3dsmax Scripting AI skill do?

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.

Why use 3dsmax Scripting on TypingMind?

Because you install it once and use it with any model. 3dsmax Scripting is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install 3dsmax Scripting in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/TerminalSkills/skills/tree/main/skills/3dsmax-scripting. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use 3dsmax Scripting?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with 3dsmax Scripting?

As many as you like. As long as a model supports skills, you can use 3dsmax Scripting with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the 3dsmax Scripting AI skill free?

Yes. It is published on GitHub by TerminalSkills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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