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[Closed] Add code to existing plugin

Suppose you have a VC++ plugin and you want to add scripting code to add some functionality that is easier done in script than in VC++, would it be possible?

I am quite sure it’s easy to code a modifier that can be added to the plugin with a button to execute some code. But would it also be possible to add a rollout on the base plugin instead of a modifier that sits on top?

Thanks,
Davy

6 Replies

It depends,

You can write scripted plugins that expland on existing maxclasses, but to be honest they can be a bit limited (or sometimes just the thing!) depending on what you want to expand on and what you want to do.

Read about scripted plug-ins in the help.

J.

Yes, I know a lot about scripted plugins but I am not sure if you can expand custom plugins written with the SDK. Will take a look into it.

Let us know what you find out!

J.

 JHN

This should be totally possible, Kees has done it for morphX2, if I’m not mistaken. Maybe download that and have a look at the implementation.

-Johan

you can easily run maxscript code from SDK c++ plugin.
There is a function just for that.


 ScripterExport BOOL  [ExecuteMAXScriptScript]( http://forums.cgsociety.org/maxscrpt_8h.html#a196)  (MCHAR *s, BOOL  quietErrors=FALSE, [FPValue]( http://forums.cgsociety.org/class_f_p_value.html)   *fpv=NULL)    Function compiles and evaluates the specified string. 


1 Reply
(@davy)
Joined: 10 months ago

Posts: 0

We are aware of that function but we do not want to recompile plugins in order to add user specific options.

A scripted plugin based on our your own SDK plugins works perfectly. We add user rollouts with code that is easy to manage without affecting or relying on recompiles.

I was actually not aware you could apply that on your own SDK plugins

Davy