I have a lot of separated objects in a scene. All of them have midifier 'turbosmooth'. Is it possible to remove the modifier from all objects by one click or some other easy way, and not one by one?
In 3d studio max go to Script > listener or hit F11
then select all objects and in the white field delete everything and type : deleteModifier $ 1
and hit Enter.
Not within max alone, but there probably are a lot of scripts out there that can do this, one could be written for this particular case also.
Check out: http://www.scriptspot.com/3ds-max/modifier-modifier-zorb
This lets you edit the properties of a lot of objects including their modifiers, I haven't used it to remove modifiers but its worth looking into. If not, there might be something else floating around.
Hi Gerbeiter,
following bit of code removes all TurboSmooth Modifiers from all selected objects.
(
for theNode in selection do
for index = theNode.modifiers.count to 1 by -1 do
if ((classOf theNode.modifiers[index]) == TurboSmooth) do
deleteModifier theNode index
)
Hi Gerbeiter,
following bit of code removes all TurboSmooth Modifiers from all selected objects.
(
for theNode in selection do
for index = theNode.modifiers.count to 1 by -1 do
if ((classOf theNode.modifiers[index]) == TurboSmooth) do
deleteModifier theNode index
)
I like the way you did that
I'm remembering that one.
Thanks Vig,
the only precaution to take is to run through node.modifiers collection backward, from last to first, because it is a dynamic array and if elements are deleted, indexes are arranged to fit new dimension, causing the skip of subsequent modifier.
Replies
then select all objects and in the white field delete everything and type : deleteModifier $ 1
and hit Enter.
Check out:
http://www.scriptspot.com/3ds-max/modifier-modifier-zorb
This lets you edit the properties of a lot of objects including their modifiers, I haven't used it to remove modifiers but its worth looking into. If not, there might be something else floating around.
following bit of code removes all TurboSmooth Modifiers from all selected objects.
Something like this should do the trick:
(off the top of my head...not tested )
I'm remembering that one.
the only precaution to take is to run through node.modifiers collection backward, from last to first, because it is a dynamic array and if elements are deleted, indexes are arranged to fit new dimension, causing the skip of subsequent modifier.