What is required to create a SceneExport plugin using c# .Net

What is required to create a SceneExport plugin using c# .Net

Anonymous
Not applicable
706 Views
3 Replies
Message 1 of 4

What is required to create a SceneExport plugin using c# .Net

Anonymous
Not applicable
I have tried creating a plugin using c#.Net that derives from Autodesk.Max.Plugins.SceneExport but I am having no luck as max crashes without any feedback. To trigger the crash I go to the File->export menu.

I noticed in the SDK documentation that it says

Import and export plug-ins cannot be written in this manner. You can refer to the lesson on .NET plug-ins for detailed instructions of creating a .NET plug-in using Autodesk.Max.dll.


But what does that mean? I fail to see the difference in the methods used when I follow the link to 'detailed instructions'. Why have the ability to inherit from SceneExport if it can't be done it that way?

I have pretty much done what ChrisW has done here Example here. See ChrisW #935

Any help greatly appreciated.
Cheers
0 Likes
707 Views
3 Replies
Replies (3)
Message 2 of 4

Anonymous
Not applicable
Check out the reply I gave in this topic on the ephere forum. It worked as is visible from the image. Copy and paste the source code; I think everything required is there.

http://www.ephere.com/autodesk/max/forums/general/thread_1181.html

But frankly if I were you I'd stay away from Max.NET import/export plugins. They cannot be unloaded automatically and it's a pain having to restart 3ds max every time.

Btw is it Max.NET you are using or the Subscription Advantage Pack? In the latter case can't help much I have never tried that :(.
0 Likes
Message 3 of 4

Anonymous
Not applicable
Thanks for the reply Seggaeman,

I have done as you suggested above but the plugin is still crashing at the same point. FYI am using Subscription Advantage Pack so that may be the point of difference and cause.

I certainly don't want to be restarting max after every export so I will be doing as you have suggested and creating the exporter as a UtilityObj. Thanks for the tip.

Cheers.
0 Likes
Message 4 of 4

Anonymous
Not applicable
Another alternative is to code your exporter with the native C++ SDK. I know of a plugin unloader (it is itself a 3ds max utility plugin). Of course it's harder to debug native plugins.

Btw I just tried the Subscription Advantage pack and am facing the same issue: the SceneExport plugin is crashing 3ds max 2012.
0 Likes