Category: 3ds Max

  • Now Announcing 3ds Max and Maya 2015

    I've just arrived home from a 30-day trip to the Bay Area and Neuchatel. It was a really interesting trip – as usual – but I'm happy to be home (even if I’m writing this on a Sunday morning, once again trying to catch up on many things you cannot really do while travelling). The…

  • Capturing viewport input using the .NET API

    A short while ago, we had a question about using the .NET API to capture mouse clicks to gather points from the viewport. There was some confusion around it because there were some similarly named interfaces that made it appear that if implemented, they could help.  Additionally, because we clearly state in the documentation that…

  • Some .NET API Samples

    Well, already a week has passed by since my first post. I spent some time trying to make the blog format cleaner, so now I can get into the groove and post good stuff more often. :-) This is a quick post to share some sample code that I've been building up for use with…

  • 3ds Max and Maya SP1 debug available now.

    What are symbols? Symbols or Program Database Files (PDBs) are a by-product of the build process and contain debugging information for specific binary modules (e.g. exe or dll files). By default, a C++ PDB file contains the following information: Public symbols (typically all functions, static and global variables) A list of object files that are responsible…

  • Localization strategies for 3ds Max Plug-ins

    With the coming localized Autodesk Exchange stores, it is becoming more important for plug-in developers to localize their software. The exchange store provides a unique opportunity to be in front of customers all over the world. The best experience for a customer is to provide your software in their localized language. This post is meant…

  • API webcast archives

    As part of our ADN Open work to move our API content to more accessible (search-engine-findable) locations, I’m posting our webcast archives to this blog. Some of these recordings are old now, but still contain useful information for people on legacy releases. And, being recordings of live webcasts, they are not as polished as our DevTV…

  • Using Global Interpreter Locks (GIL) when developing Python code in C++

    Python uses a Global Interpreter Lock (GIL) to ensures that Python code in only executing in a single thread at a time. When you use the Python C API and/or expose C++ code to Python, you have to re-acquire the GIL each time you call in a C Python API. This is also true when…

  • Distributing plug-ins/files on Maya (and 3ds Max)

    You probably remember this article where I described in details how to work with Maya Modules and integrate your files and plug-ins in Maya. This time, I am going to explain what changes were made in Maya to support the Autodesk Exchange Store. To submit an application / content package on Autodesk Exchange Store, you need…

  • a New Distribution Channel for Maya & 3ds Max

    With the release of Maya 2014 and 3ds Max 2014 the Autodesk Exchange site makes it easier for plug-in, content, and tutorial developers to distribute and sell their content more easily to Autodesk customers. This is a new channel to make new customers and does not necessarily means that you have to switch from your…

  • Maya, 3ds Max, SoftImage, Mudbox, MotionBuilder 2014 for developers

              Following the new "origami" theme Tomorrow will be the first day where the 2014 family of Autodesk products will be available around the world. You’ll no doubt find lots of information on the interwebs regarding the product’s features (including the AREA), so I’m going to focus specifically on the opportunities – and requirements – the…