There’s also this look at the Atari-related origins of 3D Studio (via a tool called ‘Solid States’ that was created for Atari 8-bit machines and written in BASIC). The new project was code-named THUD (after programmer Tom Hudson).įor a fulsome look back at the pre-history of the tool, check out these interviews with Gary Yost and Tom Hudson at CG Press. I’d be really interested to know which version of 3ds Max you might have first started using… 1988įilmmaker Gary Yost and his engineering team at the Yost Group create a 3D Studio prototype. Of course, there have been so many key contributors to Max from the very beginning through to today – this breakdown is not intended to be an exhaustive account of the software’s development.įollow along as we go back in time with the 3D application. The 3D modeling, animation and VFX tool has been through a number of incarnations – you might also know it as 3D Studio or 3D Studio MAX.Īs I did for Nuke, I thought it would be fun to run down a history of 3ds Max in visual form, including both videos and imagery from the past three decades. Remove your plug-in name from the start of your path.Do you remember which version you first tried?Īutodesk’s 3ds Max is celebrating its 30th anniversary this year. If you're referring to a script file that you ship with your plug-in, we recommend using a simple relative path from the script file that contains the require() call to the module you want to invoke. You used to be able to start your module paths with the name of your plug-in, and require.js would automatically resolve it. If your plug-in needs to refer to another script module that you ship with your plug-in, or a script module in a different plug-in, you may need to adjust the path you use when you refer to that module in require() and define() calls. Instead, you'll have to save the component's ID, and use that ID to look up the instance when you need it again in a later frame.įor some background on why we made these changes, see the blog post. You can't save them and reuse them in future frames. Some commonly used component functions, like get_property() and set_property(), also have new helpers like get_property_by_id() and set_property_by_id() that do the lookup for you.Ĭomponent instances are volatile. You can look up the instance from the component manager based on the component's ID and its entity. When you destroy an individual component or access information about a component, you will mostly be using references to the component instances. If you create a new component dynamically, you now need to give it an ID. If you're using either the Lua or C APIs to interact with your entities, you'll probably have to update your code: You use this ID to retrieve a reference to the individual entity instance from the component manager.įor an overview of how these component IDs and component instances work, check the Interact with entities during gameplay page. Each component now requires an ID that is unique within the entity that owns it.
This release changes the way you interact with entity components in the Lua and C APIs. Tip: See also What's New in 3ds Max to read about the new features we've introduced in this release. Each time you update to a new version of the engine and tool set, you may need to make some small adjustments to your content so that it will continue to work the way you're expecting. That means that we can't always handle everything automatically. However, we've made 3ds Max Interactive a flexible set of tools for you to create unique content in ways that we can't always predict ahead of time, and we like it that way. We do our best to handle these changes automatically, by migrating your project content the first time you load it up in a newer version of the editor. This page is for people who have already been using an earlier version of 3ds Max Interactive to work with a content project, and want to update to the latest version.Īs we work on improving the interactive engine and editing tools, we sometimes need to make changes that affect the way your content looks or behaves in the engine.