How to start scripting plugin in C++

How to start scripting plugin in C++

martim.grosner
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How to start scripting plugin in C++

martim.grosner
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Hi, newbie here. This is a very basic question coming from someone with no experience in 3ds max, 3ds max SDK, and little knowledge in C++. But still I want to develop a plugin.

 

I've been all over the documentation trying to figure out the workflow of c++ and 3ds max, but couldn't find that, I have learned a bit more about the plug-in architecture and other topics surrounding plug-ins. I did the Lesson 1, and now I want to do something other than manipulate scenes and meshes.

 

How do I start scripting in C++ for 3ds Max? Should I write my code in the project_name.cpp? How does 3ds Max receive commands from my code? Is there a way to test my code "on the fly" with 3ds max or do I need to launch 3ds max and select my plug in?

 

I apologize in advance if my questions are "bad" in any sense, but I just need some direction and starting point.

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denisT.MaxDoctor
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check this Swordslayer's great resource: 3ds Max SDK: First Steps for Scripters  

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martim.grosner
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Thanks, I have found this before and it's a great sugestion. For some reason I didn't read through it all, but I'm gonna try to now.

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