
PolyModOp
by Swordslayer
PolyModOp is a MAXScript struct for 3ds Max that wraps the Edit Poly modifier methods using the familiar signatures of the polyop methods, so code written for Editable Poly can work with the Edit Poly modifier too.
by pixamoon·Workflow
Illustrative cover generated by AnyPlugins — no product screenshot available.
Earns its place in the scriptspot library as a script that folds relinking into the standard Merge process for 3ds Max users bringing in models.
Merge / Relink is a script for 3ds Max that combines merging and auto-relinking in a single step. As you run the Merge process, it finds and relinks new assets in the background, so you don't have to do anything extra. It searches for merged assets in the closest folders to the merged file or in folders you specify.
The Auto-Relink side can search the same location, step one or more folders lower and look there along with subfolders, check any path plus a maxFilename subfolder, or scan any specified folders. It reads the list of paths from top to bottom until it finds all asset paths. Path entries use a compact syntax: .\ for the same folder, ..\ to step down a folder (repeatable for deeper levels), and $scene, which is replaced with the merged filename such as Bed0001.
Version 1.37 added Auto-Relink Settings for setting search paths and subfolder branches, plus max file info shown below the thumbnail, including assets count and file versions. A demo is available that installs by drag and drop into 3ds Max and shows a message with info once the Merge is done.
Merge / Relink is best for 3ds Max users who merge models into scenes and want assets found and relinked automatically.
Merge / Relink is completely free to download and use.
Merge / Relink supports 3ds Max 2010 and up, so it runs on that release and newer versions of the software. The current build is version 1.37, last updated in October 2021. In use, you work through the familiar Merge window, choosing your file and objects as usual, while the script finds and relinks assets in the background. If you need to confirm behaviour on a specific 3ds Max build, check the developer's page for the latest details before installing.
Merge / Relink searches for merged assets in the closest folders to the merged file or in folders you specify. Its Auto-Relink can look in the same location, step one or more folders lower and search there plus subfolders, check any path location with a maxFilename subfolder, or scan any specified folders. It works through the paths on your list from top to bottom until it finds all asset paths. Path entries use a simple syntax: .\ for the same folder, ..\ to step down a folder, and $scene, which is replaced with the merged filename.
Merge / Relink lets you set the paths it looks in for assets. Version 1.37 added Auto-Relink Settings, where you set the paths to look for assets and the subfolder branches to search in. Paths can point to any location, such as a textures folder, and the $scene token is swapped for the merged filename like Bed0001. The script reads the list from top to bottom until all asset paths are found. See the developer's page for the full set of options.
Merge / Relink is listed as free here in the catalog. Licensing and any current terms are handled on the developer's page, where each license can be activated on one PC only, with activation details sent by an automated email shortly after purchase. For the most accurate and up-to-date licensing information, check the developer's page directly before you rely on any particular arrangement. That keeps you aligned with how Pixamoon currently distributes the script.
Merge / Relink offers a demo that installs by drag and drop into 3ds Max. Once loaded, the standard Merge window pops up, and you work as you always would: choose a file, then objects, and the model is merged and relinked. The demo shows a message with info after the Merge is done, and it can search for missing files in all subfolders after stepping down in the path. For the complete feature set, the full version is available from the developer's page.
Also in Workflow for 3ds Max.

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PolyModOp is a MAXScript struct for 3ds Max that wraps the Edit Poly modifier methods using the familiar signatures of the polyop methods, so code written for Editable Poly can work with the Edit Poly modifier too.

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