Table of contents
- 3ds max Plug-In SDK
-
Introduction
- Introduction
-
Getting Started
- How to Use the Documentation
- What You Need to Get Started
- Recommended Reading
- Plug-In Types Overview
- Guidance Introduction
- Plug-In Directory Search Mechanism
- Plug-In Help System
- Plug-In Configuration System
- Plug-In Architecture Overview
- Writing Plug-In Applications
- Building the Sample Files
- Must Read Sections for All Developers
- Must Read Sections by Plug-In Type
- Fundamental Concepts of the MAX SDK
- Moving from IPAS to MAX Plug-In Development
- Moving from MAX 1.0 to MAX 2.0 Development
- Principal Classes
- Reference Introduction
- Terminology
- What's new in 2.0
-
What's new in 3.0
- What's New in the MAX 3.0 SDK
- Required Changes To Geometric Objects
- Required Changes To Particles
- Required Changes To Helper Objects
- Required Changes To Lights
- Required Changes To Atmospheric plug-ins
- Required Changes To Snap Plug-Ins
- Required Changes To Space Warps
- Required Changes To File Import
- Required Changes To File Export
- Required Changes To Plug-In Materials
- Required Changes To NURBS Related Plug-Ins
- Required Changes To Plug-In Textures
- Required Changes To Plug-In Renderers
- Required Changes To Bitmap Loader/Saver plug-ins
- Required Changes To Controllers
- Required Changes To Shape Objects
- Required Changes To Patches
- Whats new in 4.0
- What's new in 5.0
- What's new in 6.0
- Developer Support
-
Advanced Topics
- Advanced Topics
- Anti-Piracy Protection
- Character Strings
- Creating a New MAX Plug-In Project
- COM/DCOM Interface
- Command Modes and Mouse Procs
- Computing Face and Vertex Normals
- Custom Controls
- Custom Node Properties and App Data
- Debugging
- Deferred Loading of Plug-ins
- DLL Functions Plug-Ins Must Implement
- Extending Render To Texture to Support New Materials
- Foreground / Background Planes.
- Function Publishing System
- Geometry Pipeline System
- Getting and Setting User Preferences
- Globalization
- Hit Testing
- The Interactive Renderer: GraphicsWindow
- Intervals
- Inverse Kinematics
- Keyboard Accelerators and Dialog Messages
- Keyframe and Procedural Controller Data Access
- Loading and Saving Plug-In Data
- Matrix Representations of 3D Transformations
- Memory Allocation
- Modifier Stack Branching
- Network Rendering
- Nodes
- The Node and Object Offset Transformations
- Object Creation Methods
- Object Modification
- Palettes
- Parameter Blocks
- Parameter Editing in the Command Panel
- Parameter Maps
- Parent-Child Hierarchy
- Profiling Plug-In Performance
- Read Only Plug-Ins
- References
- Render Elements
- Rotation Concepts
- Schematic View
- Snapping
- Space Warp Plug-Ins
- Style Guidelines for Creating Pipeline-Friendly Meshes
- Sub-Anims
- Sub Object Selection
- Sub-object Coordinate Systems:
- Thread Safe Plug-Ins
- Time Functions
- Track View
- UI Customization APIs
- Units of Mesurement
- Undo/Redo
- Working with Action Tables
- Working with Bitmaps
- Working with Controllers
- Working with Lights
- Working with Materials and Textures
- Working with Meshes
- Working with NURBS
- Working with Patches
- Working with Shapes and Splines
- Common Problems and Solutions