3ds Max Scripting
Automate 3ds Max workflows with MAXScript (native) and Python (3ds Max 2022+).
Best use case
3ds Max Scripting is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Automate 3ds Max workflows with MAXScript (native) and Python (3ds Max 2022+).
Teams using 3ds Max Scripting should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/3dsmax-scripting/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How 3ds Max Scripting Compares
| Feature / Agent | 3ds Max Scripting | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Automate 3ds Max workflows with MAXScript (native) and Python (3ds Max 2022+).
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# 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 operations** — `saveMaxFile (maxFilePath + maxFileName)` as a safety netRelated Skills
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