Advanced Topics

3DS Max Plug-In SDK

Advanced Topics

See Also: Must Read Sections by Plug-In Type, Must Read Sections for All Developers.

This section presents detailed information about key concepts in using the 3ds max APIs. This section contains more explanation than is available in the reference section. The topics presented here cross class boundaries and are instead based on specific concepts developers need to understand when creating 3ds max plug-ins.

For a list of these topics important to read when creating a specific plug-in type see Must Read Sections by Plug-In Type. For those sections which should be read by everyone see Must Read Sections for All Developers.

Action Tables

Anti-Piracy Protection

Character Strings

Creating a New Plug-In Project

COM/DCOM Interface

Command Modes and Mouse Procs

Computing Face and Vertex Normals

Custom User Interface Controls

Custom Node Properties and App Data

Debugging

Deferred Loading of Plug-Ins

DLL/Lib Functions and Class Descriptors

External Icons

Foreground / Background Planes.

Function Publishing System

Geometry Pipeline System

Getting and Setting User Preferences

Globalization

Hit Testing

Interactive Renderer: Graphics Window

Interface Class Overview

Intervals

Inverse Kinematics

Keyboard Accelerators and Dialog Messages

Keyframe and Procedural Controller Data Access

Loading and Saving Plug-In Data

MAXScript SDK

Matrix Representations of 3D Transformations

Memory Allocation

Modifier Stack Branching

Network Rendering

Nodes

Node and Object Offset Transformations

Object Creation Methods

Object Modification

Palettes

Parameter Blocks

Parameter Editing in the Command Panel

Parameter Maps

Parameter Blocks and Maps in Release 3

Parent-Child Hierarchy

Plug-In Configuration System

Plug-In Directory Search Mechanism

Plug-In Help System

Profiling Plug-In Performance

Read Only Plug-Ins

References

Render Elements

Rotation Concepts

RPF Files and the G-Buffer

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

Track View

UI Customization

Units of Measurement

Undo/Redo

Working with ActionTables

Working with Bitmaps

Working with Character Strings

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