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Script

LightLinker

By Patrick Probst · 2012-08-05

Version
1.11b
Version requirement
3ds Max 2013 (May work for 2009 and above, but you'll have to adjust the Icons directory)
Date updated
2012-10-04
Votes
1
Download
Download
Description

pp_LightLinker.ms
By Patrick Probst (patrick@patrickprobst.de)
www.patrickprobst.de / www.notanotherpixel.com
If you got any feature requests, problems or anything else regarding this script or another one I wrote, don't hesitate to contact me!

I am not responsible for any damage caused by this or any other of my scripts to your scene, software, computer or cat/dog/wife!

What this macroscript does:
It will let you link lights to objects or vice versa so that the according light only influences the chosen geometry.
Use it just like the normal "Select and Link"-Tool of 3ds max.
When you shift-click the icon it will pop up a menu where you can select in which mode you want to run LightLinker. Standard mode is include.

Category of Script: PatrickProbst

Additional Info

KNOWN ISSUES: See www.patrickprobst.de/#goodies INSTALLATION: Unzip the folders inside the archive into your 3ds max 2013 root directory (e.g. C:\Program Files\Autodesk\3ds Max 2013) and restart 3ds max. CHANGELOG: See www.patrickprobst.de/#goodies

Tags: Lights, lighting, illumination, Shadow, linking, casting, include, exclude, lightlinking, both, patrick, probst, not another pixel, lighting tool

Comments (3)

3dhippie · 2013-03-22

OK. It seems to be running fine in Max 2011. This is a fantastic addition.

May I ask for some extensions?

1. A right-click instead of shift-click would be a lot more intuitive.
2. Make the script behave more like the link-tool. Clicking on the button will activate the light link mode. You can now select your objects and link them to lights.
3. Change the mouse cursor while dragging and highlight if it's a light under the mouse.

Other than that, working well.

By the way, I put the icons into the usericons directory, and just drag-dropped the script into the viewport (ran colorman.reiniticons() to update the ui). No need to put it into 3ds max main stdplugs/stdscripts folder. A .mzp would be a nice addition, too.

keep up the good work.

David

Patrick Probst · 2013-06-12

Thank you for your valued feedback, as soon as I find the time I'll get onto it!

3dhippie · 2013-03-22

I was just about to script this myself. Luckily I discovered yours first. I will test it now, and see if it's production ready. Working on a feature film right now with 3ds max 2011.