I was searching around, looked at some soulburn scripts and older polycount threads that I would rather not necro revive, still couldn't find exactly what I needed. I have a ton of separate objects and I want to move them over to modo, but right now some of them have several turbosmooths, top level and not and a ton of…
This one just switches modifiers on/off http://www.scriptspot.com/3ds-max/scripts/turbomeshsmooth-toogle Haven't tested it in recent max versions, maybe that'll help?
I tried the soulburn subd manager script which does the same, but if it modifies turbosmooths that are under topology dependent modifiers, those meshes are destroyed. I guess I should start collapsing my meshes up to the last topo dependent modifier. Maybe that will even improve perf.
You can loop through the stack modifiers, get the turbosmooth and compare the one most on top with the highest modifier. Then decide what to do from there, I remember doing that a few years ago, but that was before I switched to an inhouse modeling package, I don't have those scripts anymore.
This will delete Turbosmooth modifiers that are on the top of the stack, select the objects before running it: varCurSel = getCurrentSelection()for obj in varCurSel do ( select obj if (classOf (modPanel.getCurrentObject()) == TurboSmooth) do (deleteModifier $ 1) ) If you want to delete ones that're lower in the stack, but…