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[Closed] sdk > dlx maxscript extension

I want to create a c++ library containing a functions which can be called via maxscript. It appears this file type would be dlx. However I’m not entirely sure how this is accomplished.

Does anyone have any information or guidance on how i go about doing this? I’m not sure how involved this would be but if someone could even whip together an example like so

just a simple function in C++ that takes the selected nodes and a color variable and changes the wirecolor for all the selected nodes.

pseudo code in maxscript equivelant

fn SetWirecolor nodes:(GetCurrentSelection()) color:red =
(
     for n in nodes do n.wirecolor = color
)
5 Replies
1 Reply
(@archangel35757)
Joined: 11 months ago

Posts: 0

Look at Larry Minton’s (and others) examples in the 3ds Max SDK. There’s also a tutorial for creating a .dlx in the SDK.

I would go the .gup function publishing route ( not creating a .dlx maxscript extension)
http://area.autodesk.com/blogs/chris/adding_new_functions_written_in_c_to_maxscript

Edit: fixed .dlu -> .gup extension

Spacefrog, isn’t .dlu, is more for a utility plugin. Well in the end it really doesn’t matter what is the extension, you just need to “publish” functions. This projects are the simplest to set up, take a look at some of the SDK samples for maxscript.

1 Reply
(@spacefrog)
Joined: 11 months ago

Posts: 0

Ah – yes – my brain had a coremelt when posting – i meant to write .gup ( global utility plugin )

The handling and setup of real maxscript extensions ( which are .dlx by definition ) is more complicated and ancient like using the function publishing mechanism. To expose core interfaces to maxsript it’s easier to use a .gup and the FP mechanism like mentioned in chris diggins post …

Has anyone reached to do this in SDK.NET?