3ds Max MAXScript Essentials
- 2nd Edition - February 23, 2007
- Latest edition
- Author: Autodesk
- Language: English
Write your own MAXScript functions and utilities to automate repetitive tasks and create custom tools and UI elements. Beginning with an introduction to essential programming… Read more
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Write your own MAXScript functions and utilities to automate repetitive tasks and create custom tools and UI elements. Beginning with an introduction to essential programming concepts, you learn the MAXScript basics that include cloning objects, MAX commands, toolbar access, picking scene nodes, picking points, and using the mousetrack command and painter interface. Real-world tutorial examples are provided throughout the book to demonstrate how to use the MAXScript techniques in your own production environment.
* The definitive introduction to MAXScript
* The companion CD includes media files for the real-world tutorial examples.
* The companion CD includes media files for the real-world tutorial examples.
An estimated 50,000 3ds Max developers and designers that employ scripting solutions to optimize the production workflow.
Introduction
What’s New in this Edition
Why use MAXScript?
MAXScript History
MAXScript Files Locations
MAXScript File Loading Order
Understanding Script Types
MAXScript vs. Plug-ins
32-bit Max vs. 64-bit Max
Chapter 1: MAXScript Basics
Objectives
Introduction
Syntax and Organization
The MAXScript Listener
Macro Recorder
Functions
Local and Global Variables
Conditional Statements
Loop Structures
Collections
Structures
Strings
Creating and Running Scripts
Conclusion
Chapter 2: Constructing User Interfaces
Objectives
Introduction
Building User Interfaces
Creating a Working Script
Conclusion
Chapter 3: The 3ds Max Interface
Objectives
Introduction
Copy, Instance, and Reference
Picking Scene Objects
Picking Points
Conclusion
Chapter 4: Understanding Objects and Classes
Objectives
Introduction
Object Oriented Programming
MAXWrapper Class
Working with the MAXScript Reference
Conclusion
Chapter 5: Transforms and Animation
Objectives
Introduction
Position Transform
Scale Transform
Rotation Transform
Contexts
Animation
Animation Layers
Conclusion
Chapter 6: Working with MAXScript Objects
Objectives
Introduction
Applying Modifiers
Lights and Cameras
Materials
Bitmap Proxies
Controlling the Renderer
Booleans
Standard Booleans
ProBooleans
Callbacks
Randomizing
Conclusion
Chapter 7: File Handling, and Working with Directories
Objectives
Introduction
File Input and Output
Binary File I/O
Import/Export
Import
Export
FBX File Format
Working Directories
Directory Pathnames
Absolute
Relative
Symbolic Pathnames
Project Folder
Conclusion
Chapter 8: Advanced MaxScript Interface
Objectives
Introduction
MouseTrack
Painter Interface
Biped Interface
Scripted-plugins
Conclusion
Chapter 9: ActiveX, and .NET (dotNet)
Objectives
Introduction
ActiveX Controls
.NET (dotNet)
Conclusion
Appendix
Text Editors
MAXScript Editor
3rd-Party Editors
Debugging and Error Trapping and Handling
MAXScript Debugger
Visual MAXScript
Function Publishing System and Interfaces
Expression Controllers and Script Controllers
Index
Additional Resources
What’s New in this Edition
Why use MAXScript?
MAXScript History
MAXScript Files Locations
MAXScript File Loading Order
Understanding Script Types
MAXScript vs. Plug-ins
32-bit Max vs. 64-bit Max
Chapter 1: MAXScript Basics
Objectives
Introduction
Syntax and Organization
The MAXScript Listener
Macro Recorder
Functions
Local and Global Variables
Conditional Statements
Loop Structures
Collections
Structures
Strings
Creating and Running Scripts
Conclusion
Chapter 2: Constructing User Interfaces
Objectives
Introduction
Building User Interfaces
Creating a Working Script
Conclusion
Chapter 3: The 3ds Max Interface
Objectives
Introduction
Copy, Instance, and Reference
Picking Scene Objects
Picking Points
Conclusion
Chapter 4: Understanding Objects and Classes
Objectives
Introduction
Object Oriented Programming
MAXWrapper Class
Working with the MAXScript Reference
Conclusion
Chapter 5: Transforms and Animation
Objectives
Introduction
Position Transform
Scale Transform
Rotation Transform
Contexts
Animation
Animation Layers
Conclusion
Chapter 6: Working with MAXScript Objects
Objectives
Introduction
Applying Modifiers
Lights and Cameras
Materials
Bitmap Proxies
Controlling the Renderer
Booleans
Standard Booleans
ProBooleans
Callbacks
Randomizing
Conclusion
Chapter 7: File Handling, and Working with Directories
Objectives
Introduction
File Input and Output
Binary File I/O
Import/Export
Import
Export
FBX File Format
Working Directories
Directory Pathnames
Absolute
Relative
Symbolic Pathnames
Project Folder
Conclusion
Chapter 8: Advanced MaxScript Interface
Objectives
Introduction
MouseTrack
Painter Interface
Biped Interface
Scripted-plugins
Conclusion
Chapter 9: ActiveX, and .NET (dotNet)
Objectives
Introduction
ActiveX Controls
.NET (dotNet)
Conclusion
Appendix
Text Editors
MAXScript Editor
3rd-Party Editors
Debugging and Error Trapping and Handling
MAXScript Debugger
Visual MAXScript
Function Publishing System and Interfaces
Expression Controllers and Script Controllers
Index
Additional Resources
- Edition: 2
- Latest edition
- Published: February 23, 2007
- Language: English
A
Autodesk
Autodesk's Media and Entertainment division produces award-winning software tools designed for digital media creation, management and delivery across all disciplines: from film and television visual effects, color grading and editing to animation, game development, web/interactive, and design visualization. Autodesk Media and Entertainment is based in Montreal, Quebec, Canada.
Affiliations and expertise
Autodesk Media and Entertainment, Montreal, Quebec, CanadaRead 3ds Max MAXScript Essentials on ScienceDirect