Welcome to the community!
This sounds excellent. I'd be very interested in seeing this kind of
tool added to the developer community. Since it is a sophisticated
project in continuous development (and used by lots of people) it
seems that it would make sense to give you commit privileges. Are you
comfortable using an SVN client (for more information see
http://code.google.com/p/3ds-max-dev/wiki/SourceCodeRepository)? Also
do you mind releasing the source code under the New BSD License?
Thanks,
Christopher Diggins
On Thu, May 26, 2011 at 12:03 PM, Alessandro Ardolino
<a.ard...@gmail.com> wrote:
> Hi to all,
> I'm Alessandro Ardolino, currently TD at Ubisoft Milan.
>
> I'm developing, among other tools, a custom outliner for the artists
> in the studio.
> I was starting this project using pure maxscript and dotnet controls,
> but after the basic steps
> I abandoned this way in favour of a C# assembly that calls maxscript
> commands.
> Using C# (and Visual studio IDE) speed up my workflow and the form
> creation, giving me the power to
> access virtually any kind of assemblies expanding the 3dsmax features
> set.
>
> It's interesting to compare both the ways, so here's my question to
> this community:
> would be interesting to us a written tutorial for the basic outliner
> (including source code) for both maxscript and C# ?
> I think so, because there are not so much resources over the web on
> the arguments...
>
> just let me know.
>
> ciao to all,
> Alessandro
You have now been given commit privileges. I'd like to hear any
thoughts about how we can arrange the structure of folders in the
repository for this project and others in a way that makes it easy to
manage. For example should we create folders for individual
contributors? Would you like an Alessandro folder? Perhaps within a
Ubisoft folder? That one I'd like to see a whole lot!
Christopher
Thanks for sharing the outliner code. I took a look at it, and I have
to confess that it isn't clear me what it does. Could you tell us a
bit about it? Perhaps you can write a Wiki page about it?
Cheers!
Christopher
I gave it a try and played with it a bit. I had to update the paths to
the icons. It is effectively a simple scene explorer, correct? Quite
nifty. I think that it is a very good demo of how to use .NET from
MAXScript to build something with an interactive UI. Currently does it
offer any functionality not be accomplished via the scene explorer?
Thanks!
Christopher
I think that people are going to find this very useful. The next step
in my opinion is to add some more comments to the code, and fix the
hard-coded paths. Would you like me to go ahead and take care of this?
As soon as that is done, I'm going to talk about it on my blog.
Cheers,
Christopher
I apologize for the long delay. I have been swamped at work. I have
managed to do the update of the "outliner" example you wrote. I have
renamed it to "explorer", removed some dead code, and updated the
comments. I've checked it into "trunk\cdiggins\MiniSceneExplorer". I
submitted an official code review request via Google code. I'd be
curious whether that system works well for you, it is the first tiem
I've tried it.
I'll try to get to the .NET version this week.
Thanks a lot!
Christopher
I believe it should be 'trunk'.
Christopher