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3ds max plugin development

Started by tomer_sh Apr 8, 2005 at 8:52 AM 9 replies 2.7k views
Original Post
tomer_sh
tomer_sh
Hi all! I am using 3ds max 7, and also have 3ds max sdk of 3ds max 5. I was wondering, if anyone here can guide me, how to start by writing a little framework with the SDK: compilation issues, UI etc.. I want to use Visual studio.net 2003 and winforms thanks tomer
Illco
Illco
Hi Tomer,

first off I can readily discourage the use of the SDK of Max 5 with Max 7. Discreet does not seem very good at keeping stuff the same in between versions, so you will go through a painful process if you try to.

Then: what do you want to know exactly? Start off by looking at the examples that come with the SDK and check the vast and not-so-readible documentation.

Geetz,

Illco
tomer_sh
tomer_sh
thanks for your answers.
actually, First I wanted to do MaxScript, but then I read, that it is
preferable to use the entire SDK for some reasons.
- I developed a mobile engine, and wants to extend 3DS max to support and
make the exact content for the technology. When I found out, that most
modelling apps can be extended I was reliefed, but then I have no idea
how to start. It seems a bit blurry.

- I would like to keep things as simple as possiable. I dont have to use Max
controls.
Damn. I've done software rendering for too long, that I'm really not updated
of new technologies. But then again, I have motivation. So, if u got tips,
throw them at me.


thanks again

tomer
moeron
moeron
Theres a pretty good book out on MAXScript and the SDK called
MAXScript and the SDK for 3D Studio Max by Alexander Bicalho && Simon Feltman. Its a little older, but it helped me get a good grip on the SDK.

hth
moe.ron
moe.ron
Nemesis2k2
Nemesis2k2
Quote:
actually, First I wanted to do MaxScript, but then I read, that it is
preferable to use the entire SDK for some reasons.

I'd disagree with this. The SDK is a nightmare. There's not a lot of good documentation, and the actual API itself is fragmented and confusing. The API changes basically every versionn too, meaning that you'll have to recompile, and possibly modify, your plugin for every version you want to support.

Maxscript OTOH is pretty clean and functional. I've written plugins in both forms, and the only reason I'd use the SDK is for the familiarity that C++ gives me. Personally, I prefer the C++ language to develop in over MaxScript (which is basically the Lua scripting language), but if you can afford the time to learn to use MaScript effectively, it's a far better option in the long run.
corysama
corysama
1) max 7 comes with the max 7 sdk. It is in the maxsdk directory.
2) You won't be able to use C# or winforms inside of max. MFC is not even officially supported (though some plug-ins do use it).
3) There are issues with the maxsdk and versions of MSVC++ later than 2000. It can work, but it takes some hacking. The project wizard won't work properly without some serious hacking (but its still easier than starting from an empty solution).
4) The C++ API and documentation is a mess, but in max 7 the maxscript documentation is actually pretty nice.

I'll strongly recommend that you do as much as you can in maxscript. With a little creativity, maxscript can do 90% of what the C++ API can do in 10% of the code.

If you come up against a feature or performance limitation that absolutely cannot be worked around in maxscript then you should learn just enough of the C++ API to write a maxscript extension plugin.
tomer_sh
tomer_sh
hi!

thanks for the posts!

I think I would stick to MaxScript, until I'll get a descent book on the SDk.
it really is a mess. both worlds have their downside. It seems a bit weird, that
the sdk is not that easy to use.

I'll see what I can do.

cheers
darookie
darookie
You can use the IGame library, which is a whole lot easier to deal with than the rest of the somewhat bloated and cluttered MAX SDK.

Good luck!
Pat

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