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[Closed] Plugin development – Where to start?

Hi,

I need to develop a plugin for 3ds max that creates geometry. I鈥檓 an experienced .NET developer and max user, and I already wrote some MaxScript 鈥減lugins鈥?for creating geometry and such.

As I understand the MaxScript and SDK documentation, I have different options:

What would by the best way to start creating my own fast and stable plugin. Does anyone has already developed a plugin with a .NET language such as C#?

Thanks,
Christian

11 Replies
1 Reply
(@denist)
Joined: 11 months ago

Posts: 0

To develop a plugin with c# is not a good idea. You can use any features of .NET in your code but main part of a plugin should be on c++ or maxscript. If your geometry plugin creates high poly geometry or creates a lot of objects in sequence – it must be written on c++.
If you want to do something simple, and it doesn鈥檛 need a lot of memory – you can use MXS.
I wrote about 20 geometry plugins, and in my case only 4 are c++, and all other are MXS.

 PEN

I use Max script plugins all the time but they are simple. I have noticed that load times are a little higher but mine are all fairly simple geometry for control objects. they work well and have been used in many productions.

1 Reply
(@mrsparkle)
Joined: 11 months ago

Posts: 0

Hi,

I really need a decent performance, so maxscript is not an option in this case

How did you do that? I read that it鈥檚 only possible to create .NET controls instantiated by MaxScript, but not plugins. Or did you use Max.NET?

Christian

Since you already are used to dotNet, I think the ephere wrapper would be the fastest way out for you鈥?/p>

for performance go C++, see sceneexplorer for .NET performance鈥?/p>

last i heard about .NET wraper was that it doesn鈥檛 support param-blocks, might have changed, dunno鈥?/p>

why using .NET controls ?
whats so uber-good with them ?
write your own controls, they work and behave as you need/want

i never ever used .NET, don鈥檛 understand the hype about it鈥?(exept for mxs)
might be ok for business apps, but not for 3d-packages where speed is everything

i write my plugins outside max
a) faster tests, did you ever start max2010 247 times a day ?
b) i can debug without max interfearing (like complete system stop)
c) i can use the code elsewhere, Maya/XSI/Linux/Mac

imho鈥?the addition of .NET to max wasn鈥檛 such a good idea
again, ok for mxs, but please not in the core package
and its one of the reasons why we never will get a linux/mac max

i don鈥檛 want to start a .NET vs. non-.NET war here, its just my opinion
guruware

Thank you, guruware. I think it鈥檚 not about flame war here
Personally, I like developing with C# very much, the performance is great and software development was never easier! I also wrote 3d software with DirectX.

I would be delighted if Autodesk provides a REAL .NET interface or at least a complete .NET wrapper for the SDK, but I don鈥檛 know if this will ever happen.

Anyway, I will give Max.NET a try, so I don鈥檛 need to start c++ coding. Maybe I can port my plugins once Autodesk decides to provide a decent .NET SDK鈥?/p>

Christian

there are only two ways to make a geometry plugin for max – using c++ and max SDK, and using MAX Script. I don鈥檛 know way how to make max plugin using c#.

if you need performance go with c++

PS. .NET is very helpful with coding on max script.

hi, i want to know how you doing? 鈥淲rite plugins outside max鈥?br>
Thanks very much.

1 Reply
(@guruware)
Joined: 11 months ago

Posts: 0

not realy that much simple
i made a small program with basic max-like functionality
a 3d viewport, rollouts, node, mesh, spline, point3, etc classes
which use the same members as you find in max

eq.
this way i can make procedural objects more easy (and faster)
then when ready, do the max-integration

everything which is too much max-specific i cant do like this

guruware

I think you need max-sdk procedure Object.