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3D SDK and Scripting Mayhem

Topics of interest to people customizing Autodesk M&E products using SDKs and scripting APIs by SDK Subject Matter Expert Christopher Diggins.

Hardware Tessellation Bibliography
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Hardware Tessellation Bibliography

Posted 20 August 2010 8:14 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

This is a short bibliography of online resources related to hardware tessellation that I collected. Hopefully you'll find it useful!

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Hardware (GPU) Tessellation
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Hardware (GPU) Tessellation

Posted 12 August 2010 5:51 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

DirectX 11 now supports hardware tessellation. I have been investigating what this means to 3ds Max SDK users. Today I'll share some of what I have learned so far and some links to useful resources.

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Important! 3ds Max SDK Survey
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Important! 3ds Max SDK Survey

Posted 31 May 2010 8:11 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

Its time for the 3ds Max SDK survey. We really need to increase the participation rate, so please take a few minutes of your time to participate!

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3ds Max Normal Map Baking and Face Angle Weighting: The Plot Thickens
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3ds Max Normal Map Baking and Face Angle Weighting: The Plot Thickens

Posted 30 April 2010 5:06 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

In my last blog post I talked about 3ds Max tangent basis computation for normal map baking and rendering. Today I add some additional information regarding face angle weighting.

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How the 3ds Max Scanline Renderer Computes Tangent and Binormal Vectors for Normal Mapping
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How the 3ds Max Scanline Renderer Computes Tangent and Binormal Vectors for Normal Mapping

Posted 23 April 2010 12:00 am by Christopher Diggins on 3D SDK and Scripting Mayhem

Several people have expressed interest in various forums in understanding the algorithm 3ds Max uses to compute tangents and binormals for normal mapping. Here you go!

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3ds Max 2011 SDK Documentation Now Available for Download
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3ds Max 2011 SDK Documentation Now Available for Download

Posted 30 March 2010 12:00 am by Christopher Diggins on 3D SDK and Scripting Mayhem

The 3ds Max 2011 SDK Documentation is now available for download! The SDK documentation has undergone a major facelift, and we welcome your feedback.

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Writing Code Comments for Effective API Reference Documentation
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Writing Code Comments for Effective API Reference Documentation

Posted 4 January 2010 6:33 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

In this blog I link to a document that I am working on that describes best practice for writing code comments that are used to generate reference API documentation. It also describes some best practices for using doxygen. I am hoping for feedback and additional suggestions, so that we can use this to help provide better API documentation for the various Autodesk M&E SDKs.

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Exposing Plug-ins to MAXScript while Hidden from the 3ds Max User Interface
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Exposing Plug-ins to MAXScript while Hidden from the 3ds Max User Interface

Posted 30 November 2009 6:56 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

I describe how you can hide a plug-in from the 3ds Max user interface, but still expose it to MAXScript.

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Don't Forget your Localized Strings in Parameter Blocks!
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Don't Forget your Localized Strings in Parameter Blocks!

Posted 2 November 2009 9:01 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

When adding parameters don't forget to use a string table to provide your plug-in with a localizable name. Not only is it good practice some parts of Max need it!

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Reducing Cutting and Pasting of Code in your Max SDK Plug-ins
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Reducing Cutting and Pasting of Code in your Max SDK Plug-ins

Posted 8 October 2009 1:33 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

For those of us who have to manage multiple plug-in projects an interesting problem arises if we want to factor out common code (e.g. for handling references) into a single class but for multiple plug-in types. Here I describe how we can use a straightforward C++ template pattern to achieve this.

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