Topics of interest to people using and extending 3ds Max by Christopher Diggins, principal software developer at Autodesk.
Today I'm going to show a MAXScript solution for baking animation transforms to helper objects from bones.
I was facing an interesting challenge. I wanted a .NET application to inform a Python script running on the same machine whenever a particular event occured. I discovered that using XML RPC was a very easy an effective way to achieve this.
The M&E learning team has produced an introducting to Python plug-in in Maya in the form of an awesome video tutorial!
Lately I have been studying how to implement a high-performance collection library in C# that have the same ease of use of LINQ and IEnumerable. Over the weekend I posted some preliminary findings on CodeProject.com
We've posted an update to the Maya 2013 API documentation. This includes a new class taxonomy and a Python-based learning path.
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.
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.
Today I'm sharing the source code of the MaxSharp library as a sample of how to use the 3ds Max 2013 .NET SDK.
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.