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