Microsoft Authentication in 3DS Max 2019 Plugin

Microsoft Authentication in 3DS Max 2019 Plugin

Anonymous
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Microsoft Authentication in 3DS Max 2019 Plugin

Anonymous
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Hi,

 

I am fairly new to 3ds Max and would like to know if it is possible to incorporate Microsoft Login/Authentication in a 3ds Max Plugin.

i.e. Upon clicking on my loaded 3ds Max plugin, can I use/call MSAL or ADAL?

 

I cannot find any references/post which details the usage of MSAL/ADAL in 3ds Max Plugins. So I am thinking that this is not possible or is not used by most 3ds Max Plugin Developers?

 

Thank you.

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kevinvandecar
Community Manager
Community Manager
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Hi, Yes, you could make this happen from a 3dsMax plugin point of view. There are different ways to handle it. You mentioned "clicking on my loaded 3ds Max plugin" which is a big vague. You could do it at 3ds Max startup by using a callback, or a certain plugin type (like GUP where it has startup methods where you could place the code). If you want it to be via a UI element, it can be part of any plugin really, and just hookup a button callback for example.

 

Although we are not here to support the Microsoft functionality, I see with quick search they are using oauth 2.0 and the MSAL is newest way. I suggest to follow newest always when it comes to authorization and security. With oauth, typically you can use REST and there are many ways to call REST from a plugin.

Looks like they also have some libraries, and is prefered way to use it.

https://docs.microsoft.com/en-us/azure/active-directory/develop/msal-overview
https://docs.microsoft.com/en-us/azure/active-directory/develop/reference-v2-libraries

 

I did a quick check and see that they support python and .NET in terms of what 3ds Max also supports. Or if you want to make a C++ 3ds Max plugin, you could use a mixed-mode plugin and use the .NET library.

 

hope it helps,

kevin


Kevin Vandecar
Developer Technical Services
Autodesk Developer Network



Message 3 of 3

Anonymous
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Accepted solution

hi kevin,

 

thank you for this answer. I actually linked a c# to the c++ plugin using COM. 

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