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Just select the objects and apply a common uvw modifer to them.
Can't see a script making this any easier, as you have to tell it each time what objects to apply onto (unless there is a way to get those objects listed through a script call of some sorts).
maybe someone can write one that accesses the list in the missing uv dialogue that pops up at rendertime (though I guess they are not accessible at all).
here's one i wrote for my own purpose - selected objects should be only editable meshes as base but they can have modifiers applied.
if you experience problems, just ask.
just forgot, copy paste the text below into the notepad and save it as selectmissingmapchannels.mcr to maxroot/ui/macroscripts and restart max, you'll find it under customize - sushidelictools. assign it to a hotkey, toolbar, quad or whatever. then select all the geometry you want to check and run the command and all meshes not containing uvs will be selected.
if it returns an error, it might help to put a turntomesh modifier on top of your selection.
for i = 1 to meshes.count do
(
if meshop.getmapsupport meshes[i] 1 == false then
append meshesnoUV meshes[i]
else()
)
if meshesnoUV.count == 0 then
clearselection()
else select meshesnoUV
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