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3ds Max Mayhem

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

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 3ds Max 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 3ds Max 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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Launching Python Scripts from the 3ds Max 2012 Subscription Advantage Pack
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Launching Python Scripts from the 3ds Max 2012 Subscription Advantage Pack

Posted 14 October 2011 11:36 am by Christopher Diggins on 3ds Max Mayhem

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The enhancements to the .NET SDK in the 3ds Max 2012 Subscription Advantage Pack are particularly interesting when used from IronPython, but how do you launch an IronPython script from 3ds Max? I'll tell you how.

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The Xoliul Shader at 3ds Max Developer Project on Google Code
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The Xoliul Shader at 3ds Max Developer Project on Google Code

Posted 5 October 2011 6:36 am by Christopher Diggins on 3ds Max Mayhem

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The source code and installers for the Xoliul Shader can now be download from the 3ds max developer project at Google code.

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.NET SDK Enhancements in the 3ds Max 2012 Subscription Advantage Pack
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.NET SDK Enhancements in the 3ds Max 2012 Subscription Advantage Pack

Posted 29 September 2011 7:56 am by Christopher Diggins on 3ds Max Mayhem

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If you are a .NET programmer and have the 3ds Max 2012 subscription advantage pack you are in for a treat!

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The 3ds Max Open-Source Developer Community Status Update
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The 3ds Max Open-Source Developer Community Status Update

Posted 1 September 2011 8:00 pm by Christopher Diggins on 3ds Max Mayhem

Software: Autodesk 3ds Max ,

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The latest news from the open-source developer community: new SDK tutorial projects, user sandboxes, and our first user-contributed projects.

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The Principles of Good Programming
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The Principles of Good Programming

Posted 22 July 2011 8:00 pm by Christopher Diggins on 3ds Max Mayhem

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I recently compiled a list of good programming principles for a recent internal training on C#. Following these principles can not only help 3ds Max SDK users, but I believe all programmers.

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Py3dsMax: Python scripting for 3ds Max from Blur Studio
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Py3dsMax: Python scripting for 3ds Max from Blur Studio

Posted 9 June 2011 8:00 pm by Christopher Diggins on 3ds Max Mayhem

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This blog post talks about the Py3dsMax plug-in for 3ds Max from Blur Studio that offers a bridge to MAXScript from CPython, and a generic cross platform GUI library (PyQT) that works with different digital content creation tools.

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3ds Max SDK Annual Survey and Highlights from Last Year's Results
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3ds Max SDK Annual Survey and Highlights from Last Year's Results

Posted 3 June 2011 8:00 pm by Christopher Diggins on 3ds Max Mayhem

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It is that time of year, the annual Max SDK survey is now open! I'll talk a bit about last year's results and what we did and didn't do to address the results.

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Debug Symbol Server for 3ds Max 2012
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Debug Symbol Server for 3ds Max 2012

Posted 30 May 2011 8:00 pm by Christopher Diggins on 3ds Max Mayhem

Software: Autodesk 3ds Max ,

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Autodesk is pleased to announce the public availability of debug symbols for 3ds Max 2012 via a symbol server to help our SDK users create better plug-ins in less time.

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