Topics of interest to people using and extending 3ds Max by Christopher Diggins.
In this article I describe a simple technique for adding new static functions to MAXScript using the function publishing API.
This is a short bibliography of online resources related to hardware tessellation that I collected. Hopefully you'll find it useful!
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.
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!
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.
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!
The 3ds Max 2011 SDK Documentation is now available for download! The SDK documentation has undergone a major facelift, and we welcome your feedback.
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.
I describe how you can hide a plug-in from the 3ds Max user interface, but still expose it to MAXScript.
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!