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3D SDK and Scripting Mayhem

Topics of interest to people customizing Autodesk M&E products using SDKs and scripting APIs by SDK Subject Matter Expert Christopher Diggins.

The 3ds Max 2013 .NET SDK and MaxSharp Source Code
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The 3ds Max 2013 .NET SDK and MaxSharp Source Code

Posted 23 May 2012 6:16 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

Software: Autodesk 3ds Max ,

Industry:

Today I'm sharing the source code of the MaxSharp library as a sample of how to use the 3ds Max 2013 .NET SDK.

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A Gentle Introduction to Pixel Shaders using GLSL
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A Gentle Introduction to Pixel Shaders using GLSL

Posted 19 May 2012 2:38 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

Software: Autodesk Flame , Autodesk Smoke ,

Industry:

It is well known that pixel shaders are an important tool for controlling how 3D models appear when rendered, but it is less well known that they can also be used for image effects in tools like Autodesk Smoke and Autodesk Flame. This article is a gentle introduction to pixel shaders (also known as fragment shaders) in GLSL.

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Free Autodesk Max and Maya API Training in St. Petersburg Russia!
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Free Autodesk Max and Maya API Training in St. Petersburg Russia!

Posted 7 May 2012 1:56 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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The Autodesk Developer Network (ADN) will be hosting a free 2 day Maya API and 2 day 3ds Max SDK training sessions in St. Petersburg, Russia on May 22nd, 2012 and May 23rd, 2012.

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Loading .NET plug-ins from a location other than bin/assemblies.
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Loading .NET plug-ins from a location other than bin/assemblies.

Posted 19 April 2012 8:00 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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Today just a short tip: someone was asking me how to load .NET plug-ins from a location other than the 3ds Max SDK (bin/assemblies) location.

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Notes from the 2012 Flash Gaming Summit
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Notes from the 2012 Flash Gaming Summit

Posted 11 March 2012 8:00 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

Software:

Industry: Games ,

I recently visited San Francisco to attend the Flash Gaming Summit. My goal was to get a sense of what was happening in the world of Flash. Apart from having fun, I learned a few things! Here is a summary of what I learned from the sessions I attended.

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Free API Training, a Job Title Change, and FBX on the Web
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Free API Training, a Job Title Change, and FBX on the Web

Posted 21 February 2012 1:02 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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I apologize, it's been a while since I've posted. I hope to start post more frequently as our upcoming product release craziness winds down. Today I will be talking about my new job title, free API training from ADN, and showing a cool demo built by Paul Brunt.

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Cross Product Scripting: Towards a Common Python API
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Cross Product Scripting: Towards a Common Python API

Posted 3 January 2012 10:30 am by Christopher Diggins on 3D SDK and Scripting Mayhem

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I have been experimenting lately with the idea of wrapping the Python APIs for various products (e.g. 3ds Max, Maya, MotionBuilder, and FBX) so that I can write scripts that run in multiple products. I find it accelerates development for me but I am wondering what would it take to be useful for our customers?

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Serving WebGL content using the FBX Python SDK
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Serving WebGL content using the FBX Python SDK

Posted 19 December 2011 10:38 am by Christopher Diggins on 3D SDK and Scripting Mayhem

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Using Python and the Python FBX SDK, I'm going to show you how you can create your own 3D content web-server in Python, and then render it in a browser using WebGL. This is done using a cross-product Python API, so the scripts provided should also work from 3ds Max using the latest Python script launcher, as well as from Maya and MotionBuilder.

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The Status of WebGL in Relation to 3D Game Development
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The Status of WebGL in Relation to 3D Game Development

Posted 19 October 2011 8:00 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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One measure of the maturity of a 3D display technology is how many people are developing games using it. We aren’t seeing much game development using WebGL yet. Why not? Can we expect more games and 3d applications built in WebGL in the future?

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Writing Unicode Enabled Windows Applications
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Writing Unicode Enabled Windows Applications

Posted 19 October 2011 10:42 am by Christopher Diggins on 3D SDK and Scripting Mayhem

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If you are a Windows programmer starting off learning about Unicode you might be more than a little bit confused. Hopefully this article will help you.

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