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The Autodesk Developer Network is offering FREE training the week of GDC at our 1 Market office in San Francisco. The 3ds Max class will be a 2 day session (March 23rd & 24th) and is intended for intermediate to advanced level 3ds Max developers.
WHERE?
Autodesk, San Francisco Office
Tesla and Archimedes Rooms
One Market, Floor 5
San Francisco, CA 94105
While you are there be sure to visit the new Autodesk Gallery!
Autodesk Gallery at One Market
One Market, Floor 2
San Francisco, CA 94105
Space is limited, register for the training class today!
Free 3ds Max Developer TrainingTraining Description:
This course is designed to provide 3rd party developers with the necessary tools and skills to extend 3ds max. The 3ds Max SDK is an extensive area, and covers a wide range of capabilities and properties of the 3ds Max application. Participants will be introduced to the core concepts of 3ds Max and its SDK before constructing, step-by-step, real world applications of the course material. By the end of the 2 day training the participant will have both an understanding of the methodology of the SDK and examples of how to construct software within its framework effectively.
The focus of the 2 day training will be an introduction to best-practice principals for general plug-in development, and in depth analysis of how to use the 3ds Max SDK components to achieve your ends. Specific features of the course include the Hardware Materials, Parameter Blocks, the Undo System, and working with the Debug Build of Max.
Agenda:
Level of expectation:
Intermediate/Advanced - Although all material in this course is introduced without expectation of prior knowledge, the sheer depth of the material means some level of familiarity with the knowledge of 3ds Max and it’s SDK is highly recommended. All participants are expected to be familiar with C++, Object Oriented Programming, and general development and debugging concepts. The course work will be presented on 3ds Max 2009 with Visual Studio 2005, participants are expected to match this environment. Participants will be expected to arrive with their own development laptop with the 3ds max 2009 and Visual Studio 2005 software installed and licensed.
Day one: We will introduce the 3ds Max SDK as a high-level overview, before creating our first practical example of extending 3ds Max. We will start by introducing the core mechanisms of Max’s interactions and explaining the building blocks of plug-ins within Max. In the afternoon we will begin extending 3ds Max, implementing a custom Hardware Material that imitates the built-in DirectX Shader material in 3ds Max.
3ds Max Introduction - This is presented of the application itself from the point of view of the 3rd party developer.
3ds Max API and plugins - We present an overview of how your DLL interacts with 3ds Max, and how these interactions control the entire architecture
Custom Hardware Material - The participant will implement a hardware based material for displaying custom shaders in the viewport.
Day two: In Day 2 we dive into the deep aspects of the 3ds Max SDK, constructing an entire working plug-in that directly exploits many of the core systems in 3sd Max. The finished result of the day will be a dynamic parameter block. This application of parameter blocks is not a natural part of the 3DS Max SDK, and in constructing the plug-in we will do a deep exploration of Max’s internal systems. The outcome of the days lesson will be a practical example of how a developer can work with 3ds Max’s core systems to achieve goals that are not necessarily part of Max’s original design.
Parameter blocks - An overview, the design intention, choices made and how they affect us
Using the Debug Build - Why and How
References - How exactly do they work, and what do we need to know?
Undo/Redo - What happens in this system?
Q&A
If it aint broke, hit it with a hammer and then we’ll see…
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