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Davy
07-13-2011, 11:37 AM
Suppose you have a VC++ plugin and you want to add scripting code to add some functionality that is easier done in script than in VC++, would it be possible?

I am quite sure it's easy to code a modifier that can be added to the plugin with a button to execute some code. But would it also be possible to add a rollout on the base plugin instead of a modifier that sits on top?

Thanks,
Davy

j-man
07-13-2011, 03:19 PM
It depends,

You can write scripted plugins that expland on existing maxclasses, but to be honest they can be a bit limited (or sometimes just the thing!) depending on what you want to expand on and what you want to do.

Read about scripted plug-ins in the help.

J.

Davy
07-13-2011, 03:30 PM
Yes, I know a lot about scripted plugins but I am not sure if you can expand custom plugins written with the SDK. Will take a look into it.

j-man
07-13-2011, 03:34 PM
Let us know what you find out!

J.

JHN
07-13-2011, 07:23 PM
This should be totally possible, Kees has done it for morphX2, if I'm not mistaken. Maybe download that and have a look at the implementation.

-Johan

stigatle
07-13-2011, 07:44 PM
you can easily run maxscript code from SDK c++ plugin.
There is a function just for that.


ScripterExport BOOL ExecuteMAXScriptScript (http://forums.cgsociety.org/maxscrpt_8h.html#a196) (MCHAR *s, BOOL quietErrors=FALSE, FPValue (http://forums.cgsociety.org/class_f_p_value.html) *fpv=NULL) Function compiles and evaluates the specified string.

Davy
07-18-2011, 02:54 PM
you can easily run maxscript code from SDK c++ plugin.
There is a function just for that.
We are aware of that function but we do not want to recompile plugins in order to add user specific options.

A scripted plugin based on our your own SDK plugins works perfectly. We add user rollouts with code that is easy to manage without affecting or relying on recompiles.

I was actually not aware you could apply that on your own SDK plugins :)

Davy

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