Modifier Stack Select Vertex Polygon Face Mode 3ds Max Script

Publicado em: 06 Dezembro 2025
no canal de: Studio3dsMax
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This MaxScript macro, EditVertexDirect_v06, is an "improved number 1 hotkey" that intelligently manages one-click access to Vertex mode in 3ds Max.

A simple, clear, and technical explanation is provided below:

✅ What does this script do?
► Normally, the "1" key in 3ds Max toggles Vertex mode.

However, in various situations, such as Edit Poly / Edit Mesh / Editable Poly / Spline / NURBS / Modifier stacks, it doesn't always switch to the correct vertex level; sometimes it gives an error or switches to the wrong class.

This script:

🔥 It's an advanced Vertex Hotkey replacement that "guarantees access to Vertex level in every environment."
📌 This script performs the following actions:
1. Checks the selected object

Works with all supported base object and modifier classes, such as Editable Poly, Editable Mesh, Patch, Spline, and NURBS.

2. If Subobject Level is disabled → Vertex Level is enabled.

So, if subobjectLevel = 0:

First, it tries to enable vertex level in modifiers like Edit Poly / Edit Mesh.

If there is no modifier,

it switches to Vertex mode on the base object (e.g., Editable Poly).

If nothing supports it, it still tries to set subObjectLevel = 1.

3. If Subobject Level is enabled → Smart transition

If already at Vertex Level → Go to top level (subObjectLevel = 0)

If at another level (edge, border, etc.) → Go to vertex level.

In short:

Edge → Vertex transition

Vertex → Top level

Top level → Vertex

creates a smart cycle like this.

4. The Modifier returns to the correct layer in the Stack.

When you exit Vertex mode, the script:

Returns you to the modifier you were in when you entered Vertex mode.

This is followed by a global variable, prevInitialStackLevel:

global prevInitialStackLevel

This way, you don't get lost in the Edit Poly stack.

🎯 Brief Summary

This script:

✔ Fixes the shortcomings of the "1" key in 3ds Max
✔ Automatically detects the difference between Modifier and BaseObject
✔ Supports everything from Editable Poly, Edit Poly, Editable Mesh, Patch, Spline, and NURBS
✔ Guaranteed entry into Vertex mode
✔ If you're in Vertex mode, pressing it again will take you to Top Level
✔ In Edge mode, pressing it will first go to Vertex → then exit when you press it again
✔ Remembers the Modifier Stack level and returns to it

This is why many 3D artists use this as a "better vertex hotkey."

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This MAXScript code is a more "smart" Vertex mode toggle tool, designed to replace the standard "1" shortcut key in 3ds Max (usually used to toggle Vertex/Point mode).

In summary: In the selected object, it navigates through the modifier stack to find the first editable location and directly opens Vertex (Point) sub-object mode. Pressing it again returns you to the point where you left it.

The code explains step-by-step below:

1. Preparation and Definitions
max modify mode: Switches 3ds Max to the "Modify" panel.

Supported Types: Recognizes basic objects such as Script, Editable Poly, Editable Mesh, Line, Patch, and NURBS, and modifiers such as Edit Poly and Edit Mesh that are applied to them.

Global Variables: Uses variables (InitialStackLevel) to remember the user's last position on the modifier stack.

2. Smart Transition Logic (Main Loop)
The code works as follows:

Case A: If you are currently in Object Mode (subObjectLevel == 0):

Modifier Scan: The script scans the object for modifiers from top to bottom.

Find a Suitable Modifier: If it finds one of the supported modifiers in the list (e.g., Edit Poly), it selects that modifier and opens Vertex Mode (Level 1).

Base Object Check: If no modifiers are present or unavailable, it looks at the base object at the bottom. If it is an editable object (e.g., Editable Poly), it opens its Vertex Mode.

Save Position: While performing this operation, it memorizes where you are in the modifier stack.

Case B: If you are already in a SubObject Mode (Vertex, Edge, Polygon, etc.):

If you are in Vertex Mode (subObjectLevel == 1): The script returns to Object Mode (subObjectLevel = 0) and reselects the modifier that was selected on the modifier stack before running the script. In other words, it works like a "done, exit" command.

If you are in another Mode (e.g., Edge/Polygon): It switches directly to Vertex Mode (subObjectLevel = 1).

Why Use This Script?

In standard 3ds Max behavior, if you are at the top of the stack and want to switch to a "Edit Poly" modifier below and edit vertices, you must first click that modifier and then press "1."

With this script, no matter where you are in the stack, when you press a single key:

Automatically finds the relevant modifier.

Activates it.

Opens Vertex Mode.

In the comments at the beginning of the script, the author recommends assigning this script to the "1" key on the keyboard, and shifting the old standard "1" command to "SHIFT+1".

Download
https://link-target.net/1438582/zemVW17L7lSD

#3dsmax #3dsmaxscripts #tutorial #maxscript


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