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From Developing 3ds Max scripts to Blender addons

My First Steps into Blender: Why I Decided to Start Developing Addons

For more than a decade I’ve been fully immersed in the 3ds Max world—using it every single day for production, and building plugins and scripts under the Spline Dynamics brand to make workflows faster, smarter, and a lot less painful. 3ds Max has been my home, and honestly, I still love it. But over the past few years, it’s been frustrating to see Autodesk holding back on 3ds Max development, while Blender keeps expanding impressively across every corner of 3D production.

Like many of you, I was skeptical at first. Blender looked interesting, sure—but could it really compete with 3ds Max in professional pipelines? I’ve always believed that software is just a tool, and what really matters is what you create with it. Still, Blender kept popping up everywhere: in ArchViz, motion graphics, VFX, game development, even among freelancers and small studios that traditionally relied on Max. Why? It’s free, open source, growing super fast, and the community is insanely active.

So at some point, curiosity won. I started learning Blender on the side, playing with Geometry Nodes, digging into the Python API, and comparing it to my experience developing for Max. And here’s my honest take so far:

What I really like about Blender:

  • It’s free and open source, which lowers the entry barrier for tons of artists, and allows for continuous updates and revisions.
  • The software is really lightweight and opens in a few seconds.
  • Geometry Nodes are just brilliant. They open up procedural workflows that in Max would require either plugins or a lot of custom scripting.
  • The community is massive, helpful, and super engaged. There’s a constant flow of tutorials, addons, and experiments.
  • Development is active and transparent—you can see the roadmap, the commits, and even influence the direction.

What I still miss from 3ds Max:

  • Some workflows still feel more polished and robust in Max (especially when it comes to precision modeling and certain CAD-related tasks).
  • The modifier stack in Max is simple but extremely powerful—sometimes Blender’s approach feels a bit messy.
  • As a developer, the MaxScript environment (combined with the SDK) is very mature, while Blender’s Python API is powerful but still has quirks you need to work around.
  • Let’s be honest: switching after years in Max is not painless. Muscle memory is a thing!

After a while, I realized something important: I don’t need to choose. I can keep developing and supporting plugins for 3ds Max while also exploring Blender. Both have strengths, and many professionals (maybe you too) actually use them side by side depending on the project.

Which brings me to some exciting news: I’ve just released my very first Blender addon!

ECM, a simple and powerful Blender modifier

ECM – Extrude Curve Modifier is a non-destructive modifier built with Geometry Nodes that lets you extrude curves quickly and parametrically. If you’ve ever tried to create 3D geometry from curves in Blender, you know it’s possible but not always straightforward. ECM makes it simple, intuitive, and flexible—something I always aim for in my tools.

This is just the beginning. My plan is to keep developing addons for Blender while continuing my work in 3ds Max. I see this not as “switching sides” but as expanding the toolkit—for myself and for you, the artists who follow Spline Dynamics.

So if you’re a Blender user (or curious about becoming one), feel free to check out ECM, it’s already available on Blender Extensions and on Gumroad. I’d love to hear your feedback, suggestions, or ideas for future tools.

This is a new adventure for me, and I’m honestly excited to see where it leads.

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Maxscript Bits & Tricks – Randomize Objects, Colors & Materials in 3ds Max

Bring more life and variation into your 3ds Max scenes with just a few lines of Maxscript!

In this edition of Maxscript Bits & Tricks, you’ll learn how to quickly randomize the position, rotation, wirecolor, and materials of selected objects.
Perfect for creating more natural, less mechanical arrangements in ArchViz, motion graphics, and product visualization projects.

Code snippets

1. Randomize position and rotation of selected objects

Move and rotate selected objects randomly to create more natural distributions.
This script supports 3ds max groups.

for obj in selection where obj.parent==undefined do (
rPos = random -3.0 3.0
rRot = random -20.0 20.0
move obj [rPos, rPos, 0]
rotate obj (eulerangles 0 0 rRot)
)

2. Randomize wirecolor of selected objects

Assign random wireframe colors to each selected object, making it easier to distinguish them in the viewport.

for obj in selection do obj.wirecolor = color (random 0 255) (random 0 255) (random 0 255)

3. Swap materials among selected objects

Mix up the materials of the selected objects randomly without repeating.

selArr = selection as array
matArr = for obj in selArr collect obj.material
for obj in selArr do (
idx = random 1 matArr.count
obj.material = matArr[idx]
deleteItem matArr idx
)

Why use randomization scripts?

  • Add natural randomness to scenes quickly
  • Create more believable and organic object arrangements
  • Speed up look development for ArchViz, design layouts, or product setups
  • Simplify creative variations without manual tweaking

Taking this further

These scripts are great for adding quick variations and experimenting with randomness in your scenes.
But when you need to distribute objects across surfaces, control density, and manage variation in a more visual and predictable way, doing it manually can quickly become limiting.

Scatter Tools is a 3ds Max script that can help you:

  • scatter objects across any surface in seconds
  • control distribution, spacing, and density visually
  • apply random variation to position, rotation, and scale
  • iterate quickly without rewriting or running multiple scripts

Watch Scatter Tools in Action

More productivity tools and scripting for 3ds Max

If you found these tips helpful, be sure to check out our professional plugins and tools for 3ds Max.

We also offer custom scripting services to automate repetitive tasks and boost your workflow!

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A Game-Changing Asset Organizer for 3ds Max Users: NAG ALL v3.1

Introduction

Managing extensive libraries of 3D assets is one of the most time-consuming challenges faced by 3ds Max professionals. Whether you are a freelancer or part of a studio, organizing thousands of models, textures, and related files into a coherent structure can take hours—if not days. While other tools are excellent for navigating well-organized libraries, they don’t address the initial chaos of structuring and sorting a messy asset collection.

This is where NAG® ALL comes into play. Designed as an intelligent software solution, NAG® ALL automates the organization of your 3D libraries, creating a solid foundation for streamlined workflows. Once processed, your 3ds Max files and their corresponding preview images are sorted and ready for manual drag-and-drop into 3ds Max viewports or seamless integration with asset management tools like Project Manager, Connecter, and Autodesk Assets Library.

With its latest update, NAG® ALL v3.1, this indispensable tool has become even more powerful. Let’s explore its key features and learn how it can transform your 3D asset management workflow.

Organize Your 3D Library Files with a Single Click

The new version NAG® ALL v3.1 has just been launched! This intelligent software is specifically designed to automate the organization of 3ds Max library assets with just one click. After processing, your 3D library will be fully organized, with each 3ds Max file accompanied by its corresponding preview image.

Your newly structured library will be ready for:

  • Manual drag-and-drop into the 3ds Max canvas.
  • Integration with popular asset management tools like Project Manager and Connecter.

What’s New in Version 3.1?

The new v3.1 update is packed with powerful features that make managing 3D assets easier than ever. Here’s what’s new:

  • Save Favorite 3D Library Paths: Quickly access frequently used asset directories.
  • Advanced Reset/Resume/Stop Controls: Gain greater flexibility during batch processing tasks.
  • Search for Preview Images: Automatically locate preview images for your 3ds Max files.
  • Seamless 3D Library Expansion: Add new assets to your library without disrupting the existing structure.
  • Full Compatibility with NAG® IN Script for 3ds Max: Enhance functionality with a seamless workflow between NAG® ALL and NAG® IN.

Watch the video tutorial for a detailed overview of these features.

Rename & relink texture files automatically

For tasks like renaming 3D model maps and relinking them to their corresponding 3ds Max files, the NAG® IN Script is your ideal solution. It’s a powerful 3ds Max script specifically designed to clean, collect, rename, and relink maps for 3D libraries that have been pre-organized by NAG® ALL.

Key Features of NAG® IN:

  • Maps Renaming & Relinking: Easily relink 3ds Max files to their maps, with options to rename maps to match the file name. Supports batch processing for unlimited files, whether maps are stored locally or on a network path.
  • Maps Collection: Gather all maps efficiently into a single location.
  • File Cleanup Options: Remove unnecessary elements such as note tracking, XRefs, helpers, and missing assets to streamline your files.
  • Conversion to Corona: Seamlessly convert 3ds Max files for use with Corona Renderer.

For more information, download the NAG® ALL Guide Booklet for free.

Get Started Today

Organizing your 3D asset library has never been easier. With NAG® ALL, you can say goodbye to the tedious manual work of sorting and renaming files. Paired with the NAG® IN script, it offers a complete solution for managing and optimizing your 3D libraries.

Start your journey towards smarter asset management today! Discover NAG ALL here and transform the way you manage your 3D libraries.

This post is part of a partnership with NAG ALL. We believe this tool could be useful for 3ds Max users like you.

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