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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.

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

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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

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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

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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

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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

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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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Five Ways to Improve your Plug-in's UI
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Five Ways to Improve your Plug-in's UI

Posted 28 September 2009 7:23 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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3ds Max Product designer Pierre-Felix Breton recently provided me with a short list of ways you can easily improve your plug-in's user interface using SDK classes and functions.

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Don't use the SDK when MAXScript will do.
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Don't use the SDK when MAXScript will do.

Posted 15 September 2009 1:38 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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A common mistake that I and others make is to use the SDK, when MAXScript can accomplish the desired task in a few lines.

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Reading and Modifying Asset File Paths in the 3ds Max File
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Reading and Modifying Asset File Paths in the 3ds Max File

Posted 24 August 2009 4:52 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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The full 3ds MAX file format is not officially published or documented, but some aspects of it are intended to be read and written, specifically the asset file paths.

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SDK/API Wishlist Survey
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SDK/API Wishlist Survey

Posted 17 August 2009 3:45 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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The folks at Autodesk Developer Network have put together an API wishlist survey for 3ds Max, Maya, MotionBuilder and FBX. This is a great way to have your voice heard regarding the 3ds Max SDK, and other Autodesk M&E APIs that you may use.

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Working at the Speed of Thought
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Working at the Speed of Thought

Posted 5 August 2009 2:17 pm by Christopher Diggins on 3D SDK and Scripting Mayhem

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Tools and processes sometimes improve or hinder our productivity in hard to measure ways, by helping us get into the zone, or knocking us out of it.

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