[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
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.
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.
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