Coding a Blueprint Manager - 3DS-Max Tutorial


Coding a Blueprint Manager

This three part tutorial requires basic previous scripting experience, however, a good working knowledge of 3DS Max is required to make the most of this series and so is best tackled by intermediate users.

The tutorials will walk you through the creation of a MAXScript tool from scratch and will explain how to use the 3ds Max’s Listener, the MAXScript Help and the MAXScript Editor to your advantage, how to create interface elements, how to work with geometry and materials, and will show programming concepts like loops, functions and error trapping.

The completed script will allow you to automate the creation of blueprint plane set-ups for modelling and will provide the tools to properly manage them during the modelling process.
( submitted: 5 years and 2983 days ago )


Part 1


Part 2


Part 3


Part 4



Tags:blueprintcodingintermediatesmanager
Submitted by Giulia - 6020 Views
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