3ds Max Mayhem

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

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

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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

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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

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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 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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