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[Closed] New Script – Viewport Layout Manager

I’ve been changing layouts a LOT recently and it’s a complete PITA, so as I haven’t seen any good scripts to make this easier, I wrote my own. It makes max so much easier to use!

Take a look if you will and download at www.davestewart.co.uk/maxscript, and if you’d like report back with any suggestions, bugs (shouldn’t be), etc.

Features
[ul]
[li]Allows you to swap between viewport layouts on the fly from a toolbar[/li][li]Remembers settings per viewport between layouts (and optionally, sessions)[/li][li]Save layout sets[/li][/ul]Stores and retrieves, per view, between sessions
[ul]
[li]View type / named camera[/li][li]Perpective view’s viewpoint[/li][li]Shading mode[/li][li]Safe frame[/li][li]Grid state[/li][li]Bg image[/li][li]Bg display[/li][li]Active viewport[/li][/ul]Cheers,
Dave

6 Replies

Nice one Dave.

Shame that there’s still no way to differentiate the different grid views though…

Alex

Not sure what you mean there. Care to elaborate?
ps. Say Hi to Joe for me.

Hi Dave,

What I meant was the ability to remember say grid top, grid front and grid left.
Still not found a way to script these although doing a fudge with a custom grid and rotating it around its local axis might work I guess.

Alex

PS Joe says Hi!

1 Reply
(@wanzai)
Joined: 11 months ago

Posts: 0

Too bad. This is exactly what I’m looking for.

I think the orthogonal views should ALWAYS refer to the active grid. If no grid object is used, then everything behaves like usual, since the home grid is the world space. When a grid object is active, one obviously wants to use that reference coordinate system for construction, there’s no reason why “top view” must stay world space top view in that case, and having to go through the complete viewport context menu is just not practical. Typical max.

Gotcha. Not exposed I’m afraid!

nice one! i will check it out.

really seems like you save some klick time this way around!

regards

anselm