You have to wrap the function to make it work in c#, but i have not seen any example doing this with max SDK, and I have never done that myself either…
Indeed possible. Some scripting and some external tool\script that monitors the folder where the texture is placed is needed, but this should not be …
I have to admit I do not use it in my workflow. I still use maxscript \ SDK (been using 3dsmax daily the last 16 years). I’ve never gotten used to th…
You can use something like this: It will tell you if the path does not exist, and ask what you want to do. directoryPath = getFileNamePath rendOutput…
Do it this way: for i in selection do i.name = uniquename (“Thing_” + (getFilenameFile maxFilename) +”_”)
Found the problem. I’ll answer here if someone else has the same problem. I compile to the 3dsmax ‘plugins’ directory. I randomly now saw that inside…
Try: mprintf(L”ob->GetObjectName: %s “,ob->GetObjectName()); (Note the L in there).
The basic procedure is this: Create a full backup of your project before you start this! Create a new configuration for Visual studio (up at the top…
Here is one example of how you can get it from a scripted modifier, I’ve tried to explain it a bit. you might have to adapt it. but this together with…
if I remember correctly, the stringtab is just as a array. So what I’d do would be to fetch the stringtab data, make a string from that, separate each…
Thank you for sharing that solution, that seems very elegant. I’ll try and do the same on my end too, makes the install more clean.
The dll for the renderer has to go in the root 3dsmax folder, then you have to edit the ini file for the user and add the path somehow. The info here…
You might be able to do a ‘pre-save’ callback, and detect right before max wants to save. then you can remove the nodes, and create them again afterwa…
There is a great guide for writing stable plugins here: That being said – I think first you should run it in either debug mode, or release mode thro…