Current Version: v2.02 – Feburary 28, 2010
This is a tool I put together because sometimes you have to work with modifiers on multiple nodes and the modifiers aren’t at the very top of the stack. You’re constantly having to select the node and then selecting the proper modifier. Prime example of this is when you have a turbosmooths on top of all of your geometry while you are either skinning or modelling. It would be much easier, and save quite a bit of time, if every time you selected a node you just automatically were on the skin modifier or edit poly modifier.
Enter this tool! This is exactly what we have here. This tools works off of modifier class and also has an option for checking the modifier’s name using a “Has string” search. Baseobject has also been added to the modifier list, so you can automatically go right to the bottom of the stack.
Download Here
Macros can be found under “facerFX Tools”
Demonstration video:
History:
February 28, 2010 – v2.02
- Fixed typo in selectModifier function. Was passing argument to navigateModStack function as findMod when in the navigateModStack definition it was actually findModifier. Was causing tool to not work with multiple nodes selected.
February 26, 2010 – v2.01
- Made it so with multiple selected objects, if it doesn’t find the modifier instance after walking down the stack, it walks back up to the top so the user doesn’t have the bottom modifier auto-selected.
February 25, 2010 – v2.0
- Cleaned up code for re-release.
- Added functionality when multiple nodes selected.
- Made selectModifier and selectBaseobject two different functions.



Thats sweet idea..
Good job dude..
Hi math,excellent script, can you add more modfifiers? would be great,if you do that, please contactme.
Thanks
how do i install it? i have max 2009, installation succesfull says… but i can not run it
thansk!
i mean, it doesnt apear in my list when i search it in “alll comands” actegory… how should it apear?
You should be able to find it in the category called “facerFX Tools”.
Hi there. Thanks. Glad you like it. The script should be automatically detecting all modifiers that currently exist in the scene. If your scene has a bend modifier and xform modifier, it will allow you to choose either bend or xform modifier type from the drop down list. If a bend modifier exists in the scene, but xform modifiers do not exist in the scene, you will only have the option of choosing bend from the drop down list and xform will not appear in the list. I figured this would be a good approach, as this way the drop down list will not get cluttered with modifier types which do not exist in the scene.
Hi Mat,now i understand how functions, really thanks for your excellent sript.
Best regards
I want to say thx for this wonderful script. I can’t imagine working without this script now. It is working great on 3ds Max 2011 x64.