Description
Scene Inventory Inspector analyses scene content and reports where objects originate from and what object types exist within the selected scope.
The tool separates local scene content from XRef-based content and provides category counts for common object types used in production scenes.
Technical Requirements
| Software |
3ds Max |
| Platform |
Windows |
| Licence |
All Access, IgNite, or Forensic |
| Account Required |
Yes |
| Activation |
SiNi Desipher Licence Manager |
| Industry |
Architectural Visualisation |
| Developer |
SiNi Software |
Licence Requirements
This tool requires an active SiNi user account and a valid licence.
Supported Licences
- All Access Subscription
- IgNite Subscription
- Forensic (Free) Licence
The script will not function unless you are logged into the SiNi Desipher Licence Manager within 3ds Max.
If a valid licence cannot be found, functionality will be disabled until a licence is activated.
Activating Your Licence
- Create a SiNi account at SiNiSoftware.com.
- Download the latest SiNi installer.
- Install SiNi into your version of 3ds Max.
- This installs the SiNi Desipher Licence Manager.
- Launch 3ds Max.
- Open the Desipher Licence Manager.
- Sign in using your SiNi account credentials.
- Once your licence has been validated, the script will become available for use.
Installation
ZIP Package Contents
- MacroScript Version
- Documentation
Installing the MacroScript Version

- Extract the ZIP file.
- There are three options to install MacroScript .MZP files
– Drag and Drop the MacroScript .MZP file into a 3ds Max viewport.
– Run the Script from the Command Panel; Utilities/MAXScript/Run Script.
- Open Customise → Customise User Interface.
- Select the Sinilab_Scripts category.
- Drag the tool onto a toolbar, quad menu or menu.
Rollout Reference

Scans scene content and reports inventory statistics for the selected scope.
Scope
Selects the scene area to inspect.
- Current Layer — Inspects only the active layer.
- Selected Layers — Inspects layers selected in Layer Explorer.
- All Layers — Inspects the entire scene.
Count XRef Scene Contents
Includes detected XRef Scene content in source and inventory calculations.
Source
Reports where scene content originates from.
Editable Local
Displays the number of objects stored directly within the current scene file.
XRef Objects
Displays the number of native 3ds Max XRef Object nodes.
XRef Scene
Displays the number of detected XRef Scene references and provides temporary visibility inspection controls.
Proxies
Displays the number of proxy objects including VRayProxy, Corona Proxy and ProxSi assets.
Linked / Cached
Displays the number of linked or cached external assets such as USD, Alembic, Point Clouds and volume caches.
View Buttons
Select matching objects in the scene for inspection and management.
Inventory
Reports object types detected within the selected scope.
Editable Poly
Displays the number of Editable Poly objects.
Editable Mesh
Displays the number of Editable Mesh objects.
Shapes
Displays the number of spline and shape objects.
Other
Displays all objects that do not belong to the Editable Poly, Editable Mesh or Shape categories.
Typical Workflows

Audit a Large Scene
- Open Scene Inventory Inspector.
- Select All Layers.
- Review the Source section to identify local, XRef and proxy content.
- Review the Inventory section to understand object type distribution.
- Use the View buttons to inspect specific categories.
Inspect XRef Usage
- Select the desired scope.
- Enable Count XRef Scene Contents.
- Review XRef Objects and XRef Scene counts.
- Use the XRef Scene control to temporarily hide and restore XRef Scene visibility.
Find Cached Assets

- Scan the required layer or scene.
- Review the Linked / Cached category.
- Use View to select detected cached assets.
- Inspect external dependencies within the scene.
Troubleshooting
Why are my View buttons disabled?
No matching objects were found in the selected scope, or a valid licence has not been activated.
Why are XRef Scene counts different from object counts?
XRef Scene content is handled differently by 3ds Max and may not exist within the standard object collection.
Why are some assets listed as Linked / Cached?
The tool has detected externally referenced data such as USD, Alembic, Point Cloud or volume cache assets.
Why does the inventory change when I switch scope?
The selected scope determines which layers are analysed and reported.
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