Agent skill

3dsmax Scripting

by TerminalSkills in TerminalSkills/skills

Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup…

Apache-2.0Auto-check passedGame Development

Install 3dsmax Scripting

skills CLI
$ npx skills add TerminalSkills/skills --skill 3dsmax-scripting -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install TerminalSkills/skills 3dsmax-scripting --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/TerminalSkills/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dsmax-scripting .claude/skills/3dsmax-scripting && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3dsmax-scripting
GitHub stars
163
Token cost
~3.2k tokens
SKILL.md length
732 words
Files
2
Skills in repo
10
Repo updated
First seen
Licence
Apache-2.0

At a glance

Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup…

  • Tasks involve automating repetitive 3ds Max workflows
  • SKILL.md covers Overview, Instructions, Examples and Guidelines
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Batch processing scenes

What it does

3dsmax Scripting is an agent skill from TerminalSkills/skills. Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `_scores.json`). Compatibility notes: Autodesk 3ds Max on Windows (commercial license); Python examples need 3ds Max 2022 or later

It sits in Game Development, covering Data pipelines and ETL and 3D graphics and WebGL. It works with Python. The repository describes itself as: Open-source library of AI agent skills — SKILL.md files for Claude Code, Codex, Gemini CLI, Cursor. The licence is Apache-2.0.

When your agent uses it

  • Tasks involve automating repetitive 3ds Max workflows
  • Batch processing scenes
  • Running scripts headless with 3dsmaxbatch
  • Creating custom tools

Example prompts

  • “Use the 3dsmax-scripting skill to cover scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs)…”
  • “/3dsmax-scripting”

Requirements

  • Python 3
  • Compatibility (from SKILL.md): Autodesk 3ds Max on Windows (commercial license); Python examples need 3ds Max 2022 or later

What it can do on your machine

Read from SKILL.md and the folder at commit a021875. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are maxscript, bat and python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Autodesk 3ds Max on Windows (commercial license); Python examples need 3ds Max 2022 or later

    From compatibility in the SKILL.md frontmatter.

Context cost

3dsmax Scripting loads about 3.2k tokens when it runs. Until then it costs about 117 tokens; SKILL.md has 732 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~117
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from TerminalSkills/skills at commit a021875, republished under its Apache-2.0 licence (© TerminalSkills). 732 words, ~3,187 tokens.

Download SKILL.mdSave it as .claude/skills/3dsmax-scripting/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
3dsmax-scripting
description
Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.
compatibility
Autodesk 3ds Max on Windows (commercial license); Python examples need 3ds Max 2022 or later
license
Apache-2.0
metadata.author
terminal-skills
metadata.version
1.1.0
metadata.category
design
metadata.tags
3dsmax, maxscript, python, automation, scripting

3ds Max Scripting

Overview

3ds Max has two scripting interfaces. MAXScript is the built-in language; its reference (the MAXScript Help) documents the classes, properties and functions used below. Python talks to the same runtime through the pymxs module, so the classes and functions in the MAXScript reference are available as pymxs.runtime.<name> (max ... commands are not; run them with pymxs.runtime.execute("max quick render")). Python 2 and the MaxPlus API were removed in 3ds Max 2022.

3ds MaxPythonQt binding
20223.7PySide2 5.15
20233.9PySide2
20243.10PySide2
2025, 20263.11PySide6 6.5
20273.13PySide6 6.8

Instructions

Run a script
  • Listener (F11): type an expression and press Enter; switch the prompt to Python by choosing the Python radio button (there, Ctrl+Enter runs multi-line input).
  • MAXScript Editor: Tools > Evaluate All (Ctrl+E), or Shift+Enter for the selected lines. Set Language > Python for .py files.
  • From MAXScript: python.ExecuteFile "D:/tools/scene_audit.py".
  • Headless: 3dsmaxbatch.exe (see Batch Operations) runs .ms and .py files without the UI.
Objects and Scene
maxscript
-- Parentheses create a local scope; undeclared variables at the top level are globals
(
    local b = Box width:100 height:50 length:100 pos:[0, 0, 0] name:"Plinth"
    local s = Sphere radius:25 pos:[200, 0, 25] segs:32
    local p = Plane width:500 length:500 pos:[0, 0, 0]

    -- Access objects
    local obj = getNodeByName "Plinth"     -- by name; $Plinth is the path-name form
    -- objects, geometry, lights, cameras and selection are live scene collections

    -- Transform
    obj.pos = [100, 200, 0]
    obj.rotation = eulerAngles 0 0 45      -- degrees
    obj.scale = [2, 2, 2]

    -- Properties
    obj.wirecolor = color 255 0 0
    obj.renderable = true
    obj.isHidden = false

    for o in objects where classOf o == Box do
        format "Box: % at %\n" o.name o.pos
)
Materials

Physical Material is the default material type since 3ds Max 2021.

maxscript
(
    local wood = PhysicalMaterial name:"Oak Floor"
    wood.base_color = color 180 140 100
    wood.roughness = 0.45
    wood.base_color_map = BitmapTexture filename:"D:/textures/oak_diffuse.jpg"
    wood.bump_map = BitmapTexture filename:"D:/textures/oak_bump.jpg"
    wood.bump_map_amt = 0.3

    $Plinth.material = wood
    local glass = PhysicalMaterial name:"Glass" transparency:1.0 roughness:0.02
)

Other properties follow the same pattern: metalness, roughness_map, metalness_map, refl_color_map, transparency_map, displacement_map. Emission is emission (weight) with emit_color.

Cameras and Lights
maxscript
(
    -- Physical camera aimed at a target object
    local cam = Physical_Camera name:"Cam_LivingRoom" pos:[500, -300, 150] \
        target:(TargetObject pos:[-200, 500, 120])
    cam.specify_fov = true
    cam.fov = 65.0
    cam.f_number = 8.0
    cam.exposure_gain_type = 0             -- 0 = manual ISO, 1 = target EV
    cam.iso = 400
    cam.white_balance_type = 1             -- use the Kelvin value below
    cam.white_balance_kelvin = 5500

    -- Sun for daylight (pairs with the Physical Sun & Sky environment map)
    local sun = Sun_Positioner name:"Sun"
    sun.mode = 0                           -- 0 manual, 1 date/time/location, 2 weather file

    -- Photometric light: ceiling downlight
    local spot = Free_Light name:"Downlight_01" pos:[150, 300, 270]
    spot.intensityType = 1                 -- unit shown in the UI: 0 = lm, 1 = cd, 2 = lx at
    spot.intensity = 800                   -- always candelas, whatever intensityType says
    spot.useKelvin = true
    spot.kelvin = 3000
    spot.castShadows = true
)
File I/O
maxscript
-- Append a line to a log file ("a" creates the file when it is missing)
fn writeLog path msg = (
    local f = openFile path mode:"a"
    if f != undefined do (
        format "% | %\n" localTime msg to:f
        close f
    )
)

-- Read a text file line by line
fn readLines path = (
    local f = openFile path
    local result = #()
    if f != undefined do (
        while not eof f do append result (readLine f)
        close f
    )
    result
)

-- Scene files
loadMaxFile "D:/projects/harbor-loft/scenes/kitchen.max" quiet:true    -- returns false on failure
saveMaxFile "D:/projects/harbor-loft/scenes/kitchen_v02.max"
importFile "D:/models/furniture.fbx" #noPrompt
exportFile "D:/export/kitchen.fbx" #noPrompt selectedOnly:true

For JSON or CSV, use Python's json and csv modules through pymxs instead of parsing in MAXScript.

Python (pymxs)
python
"""scene_audit.py — report heavy meshes, objects without a material and missing textures."""
import os
from pymxs import runtime as rt

def audit_scene(max_faces=500_000):
    issues = []
    for obj in rt.geometry:
        faces = rt.getPolygonCount(obj)[0]            # #(faces, vertices); Python indexes from 0
        if faces > max_faces:
            issues.append(f"High poly: {obj.name} ({faces:,} faces)")
        if obj.material is None and obj.renderable:   # MAXScript undefined is None
            issues.append(f"No material: {obj.name}")

    for tex in rt.getClassInstances(rt.BitmapTexture):
        if tex.filename and not os.path.exists(tex.filename):
            issues.append(f"Missing texture: {tex.filename}")
    return issues

for line in audit_scene():
    print(line)

MAXScript keyword arguments become Python keyword arguments, and scene changes are undoable only inside an undo context:

python
import pymxs
from pymxs import runtime as rt

with pymxs.undo(True, "Create plinth"):
    plinth = rt.Box(width=100, length=100, height=50, pos=rt.Point3(0, 0, 0), name="Plinth")
    plinth.material = rt.PhysicalMaterial(name="Concrete", roughness=0.8)

Install extra packages with the interpreter in the 3ds Max folder: "C:\Program Files\Autodesk\3ds Max 2027\Python\python.exe" -m pip install --user pillow.

Batch Operations
bat
REM Run a script without the UI; exit code 0 means success
"C:\Program Files\Autodesk\3ds Max 2027\3dsmaxbatch.exe" D:\tools\scene_audit.py ^
  -sceneFile D:\projects\harbor-loft\scenes\kitchen.max -listenerLog D:\logs\audit.log

REM Render one camera with the command-line renderer; other settings come from the scene
"C:\Program Files\Autodesk\3ds Max 2027\3dsmaxcmd.exe" -o:D:\output\kitchen.exr -w:4000 -h:2250 ^
  -camera:Cam_LivingRoom -frames:0 D:\projects\harbor-loft\scenes\kitchen.max

REM Start the full application and run a launch script
"C:\Program Files\Autodesk\3ds Max 2027\3dsmax.exe" -silent -U MAXScript D:\tools\batch_render.ms

3dsmax.exe has no output or resolution switches (-h there selects the graphics driver); use 3dsmaxcmd.exe or render() in a script. -mxs "command; command" runs a script string and then shuts 3ds Max down.

To process every .max file in a folder, loop over getFiles (folder + "/*.max"), call loadMaxFile f quiet:true, do the work, and finish with resetMaxFile #noPrompt — Example 1 shows the full script.

Scene Management
maxscript
fn organizeByType = (
    local furnitureLayer = LayerManager.newLayerFromName "Furniture"
    local architectureLayer = LayerManager.newLayerFromName "Architecture"
    local lightsLayer = LayerManager.newLayerFromName "Lights"

    for obj in objects do (
        if superClassOf obj == light then lightsLayer.addNode obj
        else if matchPattern obj.name pattern:"*chair*" or matchPattern obj.name pattern:"*sofa*" then
            furnitureLayer.addNode obj
        else architectureLayer.addNode obj
    )
)

-- Named selection sets
selectionSets["Interior Cameras"] = for c in cameras where matchPattern c.name pattern:"int_*" collect c
select (for obj in objects where obj.material != undefined and obj.material.name == "Oak Floor" collect obj)

Examples

Example 1: Export every scene in a folder to FBX overnight

User request: "I have 40 .max files in D:/projects/harbor-loft/scenes. Export each one to FBX without opening 3ds Max by hand."

maxscript
-- D:/tools/export_fbx.ms
(
    local opts = maxOps.mxsCmdLineArgs          -- values passed with -mxsString
    local srcDir = opts[#src], outDir = opts[#out]
    makeDir outDir all:true
    for f in getFiles (srcDir + "/*.max") do (
        if loadMaxFile f quiet:true then (
            local target = outDir + "/" + getFilenameFile f + ".fbx"
            exportFile target #noPrompt
            format "exported %\n" target
        )
        else format "could not load %\n" f
    )
)
bat
"C:\Program Files\Autodesk\3ds Max 2027\3dsmaxbatch.exe" D:\tools\export_fbx.ms ^
  -mxsString src:"D:/projects/harbor-loft/scenes" -mxsString out:"D:/projects/harbor-loft/fbx" ^
  -listenerLog D:\logs\export_fbx.log
echo %ERRORLEVEL%

D:\logs\export_fbx.log gets one exported D:/projects/harbor-loft/fbx/kitchen.fbx line per scene, the FBX files land in the output folder, and %ERRORLEVEL% is 0 when 3ds Max logged no error. Exit code -130 means 3ds Max reported an error while running the script; the details are in the listener log and in Max.log.

Example 2: Audit a scene before sending it to the render farm

User request: "Check kitchen.max for missing textures and objects without materials before I submit it."

Run scene_audit.py from the Python section against the scene:

bat
"C:\Program Files\Autodesk\3ds Max 2027\3dsmaxbatch.exe" D:\tools\scene_audit.py ^
  -sceneFile D:\projects\harbor-loft\scenes\kitchen.max -listenerLog D:\logs\audit.log
type D:\logs\audit.log
text
High poly: Sofa_Fabric_02 (1,284,512 faces)
No material: Skirting_Board_014
Missing texture: D:\textures\oak_bump.jpg

Each line names the object or file to fix. If none of these lines appear, the scene passed all three checks.

Show full SKILL.md (272 more words)Show less

Guidelines

  • Use #noPrompt or quiet:true in batch scripts — otherwise import, export and reset dialogs block execution. loadMaxFile replaces the current scene without asking, and saveMaxFile overwrites existing files without asking; call checkForSave() first in interactive tools.
  • Wrap changes in undo on ( ... ) when the user should be able to undo them, and undo off for large batch edits, where the undo stack costs memory and time.
  • gc() flushes the undo stack. In long loops call gc light:true, which frees memory without touching undo.
  • Avoid accidental globals. A variable assigned at the top level of a script or in the Listener is global and survives until 3ds Max closes; wrap scripts in ( ... ) and declare local.
  • Test in the Listener first, then run the same file with 3dsmaxbatch.exe and always pass -listenerLog so errors are captured.
  • Check maxOps.isInNonInteractiveMode() before showing a rollout or message box; UI calls do nothing useful in batch mode and can stall network render servers.
  • Renderer plug-in classes (V-Ray, Corona, Redshift) exist only when the plug-in is installed and are documented by their vendors, not by Autodesk. Check renderers.current before creating renderer-specific materials, lights or cameras.
  • File paths — the backslash is an escape character in MAXScript strings ("D:\temp" contains a tab). Write "D:/temp", "D:\\temp" or the verbatim form @"D:\temp".
  • Lengths are stored in system units, whatever the display units show. Read units.SystemType before hard-coding dimensions.
  • Scripts in downloaded scenes can be malicious. Keep Safe Scene Script Execution enabled (Preferences > Security) and pass -safescene ON when batch-processing files from outside your studio.
  • Do not script what a built-in tool already does: Batch Render and 3dsmaxcmd.exe cover plain multi-camera rendering without any code.

© TerminalSkills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in skills/3dsmax-scripting of TerminalSkills/skills.

  • SKILL.md
  • _scores.json

Open the folder on GitHubat commit a021875

Compare with similar skills

3dsmax Scripting next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3dsmax Scripting compared with similar skills
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Bambu Studio AIheyixuan2/bambu-studio-ai219—~4.3kAutomated safety check: PassMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill147—~2.1kAutomated safety check: PassNone
Build123drawwerks/VibeCAD121—~1.4kAutomated safety check: NotesMIT
SimplecadapiPhySpace/SimpleCADAPI141—~2.5kAutomated safety check: PassApache-2.0

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Works with

Questions about 3dsmax Scripting

What does 3dsmax Scripting do?

Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup…. 3dsmax Scripting is an agent skill from TerminalSkills/skills. Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O.

When should I use 3dsmax Scripting?

3dsmax Scripting fits situations like: tasks involve automating repetitive 3ds Max workflows; batch processing scenes; running scripts headless with 3dsmaxbatch; creating custom tools.

How do I install 3dsmax Scripting in Claude Code?

Run `npx skills add TerminalSkills/skills --skill 3dsmax-scripting -a claude-code`. Or copy the skill folder (skills/3dsmax-scripting in TerminalSkills/skills) into .claude/skills/3dsmax-scripting in your project. Claude Code loads it when a task matches its description.

How do I install 3dsmax Scripting in Codex?

Run `npx skills add TerminalSkills/skills --skill 3dsmax-scripting -a codex`. Or copy the skill folder (skills/3dsmax-scripting in TerminalSkills/skills) into .agents/skills/3dsmax-scripting in your project. Codex loads it when a task matches its description.

Can I use 3dsmax Scripting in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add TerminalSkills/skills --skill 3dsmax-scripting -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dsmax-scripting, .gemini/skills/3dsmax-scripting, .github/skills/3dsmax-scripting and .opencode/skills/3dsmax-scripting in your project.

What does 3dsmax Scripting need to run?

SKILL.md names no scripts, command-line tools or credentials: 3dsmax Scripting is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Autodesk 3ds Max on Windows (commercial license); Python examples need 3ds Max 2022 or later.

Does 3dsmax Scripting access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is 3dsmax Scripting safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does 3dsmax Scripting use?

3dsmax Scripting is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3dsmax Scripting use?

About 3.2k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to 3dsmax Scripting?

Skills that share tags, products or a category with 3dsmax Scripting: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Bambu Studio AI (heyixuan2/bambu-studio-ai, 219 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 147 stars) and Build123d (rawwerks/VibeCAD, 121 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3dsmax Scripting?

TerminalSkills (a GitHub organization) maintains it in TerminalSkills/skills, which has 163 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 3, 2026.

Source: TerminalSkills/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.