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Is developing .net plugins for 3DS-Max deprecated?
Not applicable
09-18-2019
06:47 AM
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We invested some time trying to figure out, how to write .net plugins for Max3ds with C#. This would have been an incredible gain over maxScript. What we've learned:
- Most documentation is either poor, incomplete or outdated (or a combination of the above)
- There are no working examples that can be build (and loaded) with current versions of Visual Studio or Visual Studio Code (although this and this might help you).
- The "plug-in-manager" only lists c++ plugins (which is a severe bug IMHO).
- Loading .net plugins for custom paths (other than C:\Program Files\Autodesk\3ds Max 2020\bin\assemblies\) doesn't seem to be supported.
- 3dsMax depends one the no longer maintained .net version 4.0 for which development SDKs are not longer available by Microsoft.
- There is no proper why of testing the loading of .net plugIns (e.g. console, log files, or other means) besides clicking around in the UI.
Our current assumption is, that this technology is no longer maintained or supported by Autodesk and the documentation should point this out. If this is not the case, the documentation needs a complete overhaul, and a step a step guide that illustrates how build plugins can be loaded. Especially how to validate that plugs have been loaded correctly other than ProcessExplorer.
@drew_avis If we missed something, we're very happy for any pointers.
