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3ds Max Mayhem

Topics of interest to people using and extending 3ds Max by Christopher Diggins.

25 things you probably didn't know about the 3ds Max SDK
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25 things you probably didn't know about the 3ds Max SDK

Posted 8 June 2012 6:06 pm by Christopher Diggins on 3ds Max Mayhem

Software: Autodesk 3ds Max ,

Industry:

Today I'm going to shine a light in some of the less well-known and poorly documented areas of the 3ds Max SDK to reveal a number of tools and tricks for making plug-in development easier.

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Embedding the FBX Python SDK in Maya and MotionBuilder
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Embedding the FBX Python SDK in Maya and MotionBuilder

Posted 31 May 2012 9:57 pm by Christopher Diggins on 3ds Max Mayhem

Software: Autodesk Maya , Autodesk MotionBuilder ,

Industry:

I've talked previously about how great it would be if we could run the same scripts from different Autodesk products, but that it would require building a layer of abstraction around each API. It turns out that with a bit of creative (and UNSUPPORTED) usage of the Python FBX SDK we can reuse the script in Maya and MotionBuilder.

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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 3ds Max 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 3ds Max 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 3ds Max Mayhem

Software:

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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 3ds Max 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 3ds Max 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 3ds Max Mayhem

Software:

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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 3ds Max 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 3ds Max Mayhem

Software:

Industry:

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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