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Autodesk 3ds Max 2021 Max Script Part-1 – E-BOOK

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Autodesk 3ds Max 2021 Max Script Part-1 – E-BOOK
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Autodesk 3ds Max 2021 Max Script Part-1 – E-BOOK

MAXScript Introduction
Welcome to the MAXScript Reference!
MAXScript is the built-in scripting language for Autodesk ® 3ds Max ® .
For fast access to some often used topics, please follow the link
below:
If you have used MAXScript in previous versions of the software,
the following topic will give you an overview of the changes and additions to the MAXScript
language in 3ds Max 2020:
What is New in MAXScript in 3ds Max 2020
The following index page provides links to all topics dealing with changes to MAXScript in
previous versions: What Was New in MAXScript
If you are new to MAXScript,
the following topics will provide information about the structure of this document and the concepts
of the MAXScript scripting language.
See What is MAXScript? for a short overview of the areas MAXScript can enhance your workflow
and productivity.
See MAXScript Overview for a more detailed introduction to the possibilities of MAXScript.
The following topics are an introduction to the MAXScript Reference:
 Using the MAXScript Documentation
 Syntax Definitions in This Document
The following topics provide quick access to learning resources, tutorials and Frequently Asked
Questions:
 Learning MAXScript – Topics Index
 MAXScript for New and Casual Users
 How To – Tutorials
 Frequently Asked Questions
What is MAXScript?
MAXScript is the built-in scripting language of Autodesk® 3ds Max®.
MAXScript provides users of these products with the ability to:
 Script most aspects of the program’s use, such as modeling, animation, materials,
rendering, and so on.
 Control the program interactively through the command-line Listener window.
 Package scripts within custom Utility panel rollouts or modeless windows to give them a
standard user interface.
 Package scripts as macro scripts, and install these macro scripts as buttons in the
product’s toolbars, as items in menus, or assign them to keyboard shortcuts.
 Extend or replace the user interface for objects, modifiers, materials, textures, render
effects, and atmospheric effects.
 Build scripted plug-ins for custom mesh objects, modifiers, render effects and more.
 Build custom import/export tools using ASCII and binary file I/O.
 Write procedural controllers that can access the entire state of the scene.
 Build batch-processing tools, such as batch-rendering scripts.
 Set up live interfaces to external systems through OLE Automation.
 Record your actions in the product as MAXScript commands.
 Store scripts in scene files to run at each of the supported notification events, for example
when a scene has been reset, a file has been opened or saved, rendering has been
started or stopped, object selection has changed and so on.

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