Most of these have been written with max 2014-2015 in mind.


Tools for 3DS Max

Normal-Correct Smoothing
Smooths editable mesh or editable poly by adopting the largest adjacent face normal as each vertex normal with respect to smoothing groups.  The objective was to allow hard surface models with flat surfaces but rounded edges to be created with only a single chamfered face representing the edge.  By Default max will normalize the edge, so that none of the polygons are truly flat.  Running this tool will adjust the vertex normals so that the "curving" remains on the edge polygons and the large faces appear flat.

Copy or Import Skin Weights
It can Import Skin weights from a rigged mesh in an external Maya FBX or MAX file.  It also has the ability to copy skin weights between two mesh in the same scene.  The tool has the ability to copy by vertex position or calculate the final vertex weight based on nearby vertices, or just straight copy by index. this allows the user to copy weights very accurately weather the model was altered or not.

Convex Hull Generator
Generates a convex hull for a selected mesh in the scene, and sets it up to work with the standard unreal collision naming convention. (It is in macroscript format, so it will need to be selected in the customize user Interface menu.)

Simple City Generator
A simple max script that builds a grid of randomly curving roads, buildings of varying color and heights, and adds animated cars to each road.