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[Closed] [SDK] How do you test your plugins? Restart 3ds every time?

Hi,
How do you test your c++ plugins? is restarting 3ds max every time we made a chance in code the only way?
Is there a solution to unload a plugin (Plugin manager won’t do it)? Do you use any tools or plugins to unload .dll?

2 Replies

the ability to unloading plugins was removed after max 2010. Even then it’s quite an involved process involving it’s own custom plugin, custom python extension and post build python scripting (assuming thats your bag and I did post part of it a while back) and max to be com enabled with a set of “exported” mxs functions. Even after that you can’t unload mxs extensions and function publishing will not work on a “reloaded” plugin, there are other issues regarding UI that can cause problems (crash max). Saying that I still do all my initial dev in 2010 because it saves so much time though you do get used to writing plugins in their entirety unlike the bit wise dev of mxs. If theres lot’s of tweaking and fettling required then prototyping it all first in mxs may save time in the long run.

you can find the example python script here

Thanks for answers Klvnk!