After sitting unloved on Scriptspot since last year, WindowBox has suddenly registered over 300 votes! Many thanks to everyone who pressed the plus button, and I’m glad you have all been finding it useful.
02
2011
18
2011
WindowBox Replanted
20
2011
SpeechBot – A handy script to load and save morph keys for lipsync
Yakkety Yak, It is always said that careless talk can cost lives, but careless talk in production costs you time. Perhaps that is why they call them deadlines.

21
2011
23
2011
14
2011
At what point…
Do you realise that you’ve been writing maxscript for too long….?
27
2011
DotNet Demystified : Part 1 – Top of the Class
I get a fair few requests asking if I could do some beginner’s tutorials about how to use dotnet in 3dsMax. It seems that a lot of people would like to get a handle on how to use the language properly. It’s actually no surprise to me that this is the case – I also found at the start that If approached in the wrong way, dotnet and maxscript is a confusing and verbose place, much like IKEA on the first day of school holidays.
21
2011
18
2011
Adding mirror functionality to a custom rig
On our last production, I had to find a quick way of implementing a system that would allow me to set up basic mirror selection functions on any custom rig.
03
2011
21
2010
Using HitchHiker – Building a Matte/Shadow material utility

This post is to show how you can use Hitchhiker to develop maxscript tools in super quick time.
18
2010
02
2010
You can tell by the way I walk I’m a woman’s man
On the last few projects I have used a system that I developed as part of Lonerobot R&D. It’s a walk system called Zimmerframe that is targeted at optimising animation production. The reason I decided to develop something like this was simple – when working as an animator on production, there were many times, especially when I was up against the clock on my weekly allocation that I wanted to eliminate the time it took setting up characters into position in a shot. This was so I could get on with actually animating the performance!
09
2010
HitchHiker Update v4.4
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I’ve been so swamped with work this last year, my planned update to Hitchhiker had to be stalled. It’s a shame really, as I have had a working version of the updated assembly for a while but no time to update the help files to show how to use it. Finally, here it is…
08
2010
Flexible Animation System for Fingers and Hands
For many years as a character animator I have wanted a system to aid with the animation of fingers. It’s one of the things that tend to be done as an afterthought when pushed for time on a production, but there is no doubting that some of the nicest animation will always have really great hand gestures. The balance is trying to find the balance between time and ease of animation. If you are really pushed for time, it would be far better that you could store hand poses that you use most of the time, with a view to having a robust toolset to allow you to refine them afterwards.
07
2010
18
2010
Getting the Associated Icon for a filetype in 3dsMax
Another snippet, just translated into a maxcript-friendly format. If you need to get the file icon that is associated with a particular type, you can’t get this ordinarily from within a managed environment. There are some great examples on how to use the windows API so these can be added into maxscript by converting them [...]
18
2010
Capturing the viewport according to render resolution.
Another snippet! For Rig Studio, I was faced with the problem of providing a method to not only render the view to the design surface, but capture it also. I felt that sometimes a full render wouldn’t be neccesary and users would want the option of performing a viewport capture for the UI background. If [...]
13
2010
No Swear Box Required
Normally, colourful language should be left in the snooker hall, but when it comes to max, there’s nothing more potty-mouth inducing when a custom UI doesn’t sit with the rest of the application. In my previous post about Rig Studio (my IDE for generating selection dialogs) I talked about using the maxtoolbar renderer to [...]
11
2010
That’s Shallot
If you’ve got lots of different layers in the layer manager, its fine when you are in the actual file, but when you start having sets, characters and props in the same scene, it is sometimes difficult to navigate the interface. This is another snippet with a macro for adding a prefix to selected layers [...]



