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[Closed] global variables -> apropos() but in SDK

apropos() for listing names of global variables. *Does anyone know how to get this list back in the SDK?

Thanks

4 Replies

so you are trying to get maxscript globals to be used in the SDK? or C++ globals?*

If it’s C++ globals the only thing that you can get with the SDK are the global interfaces, you can access those using the functions:

CoreExport int NumCOREInterfaces ()
CoreExport FPInterface * GetCOREInterfaceAt (int i)

Then knowing how to deal with interfaces you can access published global functions and parameters. Those interfaces are the same published within maxscript anyway.

I’m using it to find missing plugins…

Missing*= stringStream “”*
apropos “missing” to:Missing*

and then check if they are nodes or materials replace*them.

because not all asset are showing up in Asset Tracker. *I use all the Interface classes for lots of stuff but can’t find a way to get this list back.

Alright, in that case you can iterate through all the nodes and materials in the scene and see if they are Stand-Ins, those are the ones that max uses when there is a missing plugin. If they are Stand_ins then you can replace them.

the way to know if the base object of a node is a Stand-In for example is again using the classID. The class id of a stand in is:

STANDIN_CLASS_ID

the classid is always the same no matter the type of the element (baseobject, material, controller, etc)

Nice one!!

Thanks