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3dsmax SDK
show user profile  3joez
I've struggled for two days just to compile a demo project in visual studio 2012.
It's surprisingly difficult, not in itself, but because of the lack of good documentation.
At this point I'm completely lost, not a single Hello World example from all the internet.
I have a basic knowledge of c++ and scripting but there seems to be an incredible amount of unorganized tutorials/information. From the autodesk help there's a mention to a zip file,containing the first lesson and all the rest derives from that. Guess what. It's nowhere. At least I didn't find it. But come on, you write an html help file and can't put a link on that?
Not to mention all imprecisions that drives you away from making the sdk work. Just to mention a few: wrong installation directories, not specified versions of Visual Studio(I'm using express), not specified include files, special commands completely ignored, various script errors and I can continue for a lot.
Does somebody here write plugins with sdk? Any resource? Sticky post like Dubs? Something?
read 662 times
7/17/2015 2:25:03 PM (last edit: 7/17/2015 2:28:13 PM)
show user profile  Nik Clark
Boomer might have an idea.

I tried years ago and got nowhere.

read 660 times
7/17/2015 2:27:48 PM (last edit: 7/17/2015 2:27:48 PM)
show user profile  Garp
I did a couple of things with max's SDK using VS Express Edition. But that was years ago and I don't remember much, except that I had to manually tweak tons of things to get it to work.
I think Stabby might have some experience with it.

read 617 times
7/18/2015 6:57:06 PM (last edit: 7/18/2015 6:57:06 PM)
show user profile  Mr_Stabby
I messed around with it some time ago. I don't know if its still the case but when I got it, the sdk had a bug (a bad preprocessor definition), to fix it

1. find maxsdk\ProjectSettings\propertySheets\
2. open with random text editor

After that, well.. i agree, the documentation is absolute shit. The best way to figure things out is to check the sample code provided with the sdk. Almost all max's core modifiers, materials etc are in the plugin form, find something similar to what you're dealing with and see whats up.

You start by filling the basic functions such as Class_ID InputType() {return yourinputclassid;} or virtual ChannelMask ChannelsChanged() { return somechannel|someotherchannel; }, the ones near the top are essential, the lower ones you can leave for later. Those are needed so that max can understand what comes in, what goes out, when it shoud reevaluate etc.

Then you do the UI, you go to resource files filter(in your solution explorer) and edit/add .rc files that consist of a string table and a dialog design, then you declare your UI in the param block function thingy.. its a mess but pretty easy to figure out compared to rest of max's sdk. I remember the sdk help actually has a pretty decent section on this process along with all the control names and attributes, its just hidden somewhere under an irrelevant name which I don't remember.. good luck.

Then theres the actual stuff the plugin has to do, depending on the type, the main function has various names. In case of modifier plugin(which were the ones I was making) for example its ModifyObject. Max hands you an objectstate instance and expects you to modify it, its both input and output. Everything else you can basically ignore at first, they are for scheduling when and why the mod should be reevaluated, by default it just updates every frame and doesn't cache. I couldn't figure them out beyond the basics..

ah man who am I kidding, this doesn't even begin to cover the scope of the headache that is max sdk.. Just try to get that "Hello world" going, if you have more specific questions down the road maybe I can help.

read 599 times
7/19/2015 12:30:16 PM (last edit: 7/19/2015 12:35:01 PM)
show user profile  3joez
Ok, let's say we want to prompt hello world in the status bar.

Install plugin wizard.
Run vs2012, 2013, or whatever.
Select utility preset (I got this info from cgsociety forum) and resolve all undocumented errors.
Go totally blind, even following the docs.

I can't find Class_ID InputType(),Stabby, what's that for?

read 584 times
7/20/2015 3:17:47 PM (last edit: 7/20/2015 3:19:28 PM)
show user profile  Mr_Stabby
thats for specifying the input type for modifier plugins, different plugs have different functions. you don't have to find those specifically, just the ones at the top

read 568 times
7/21/2015 3:13:24 AM (last edit: 7/21/2015 3:13:24 AM)
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