This reference page is linked to from the following overview
topics: Retrieving
Mesh Strip Data, Exposing
Parameter Blocks to 3ds Max, Creating
Parameter Blocks, Lesson 3:
the reference system, How
Plug-ins Observe Reference Targets, Lesson 5:
Geometric Objects, Exposing
and Managing References, Enumerating
and Identifying Sub-Animatables, Lesson 6:
Parameter Blocks, 3DXI
Mesh, Implementing
Clone in a Plug-in, Creating
and Changing References, Deleting
References, Changing
Parameter Types, Getting
and Setting Parameter Block Version, Reference
System Best Practices, Deriving
from RestoreObj, Using the
Node and Object Offset Transformations, Displaying
the Object in the Viewport, Guidelines
for Handling Character Strings, Implementing
Sub-Object Selection, Translation
of Texture Map and Materials, Counting
Observers of a Reference Target, Manual
Parameter Translation, Translation
of Object Plug-ins, Porting
Object Plug-ins to Nitrous, Icons,
Hardware
Shader UI Feature, Determining
DirectX Version, Ring Array
Creation Process, Super-holds,
RTTI and
GetInterface(), Unicode,
World
Space Modifiers and Object Transformations, How
Objects are Drawn in the Viewport, MAXScript
Plug-in Basics, Obtaining
Shader Parameters, Editing
Material and Texture Parameters, Snapping,
Loading
and Parsing Shader Effect Files, Symbolic
Enumerations, Core
Interfaces, Selecting
a Sibling Material, Removing
the Roll-up from the Command Panel, Backward
Compatibility, IK
Concepts, Creating
the Parameter Block and Referencing It, Reference
System Changes, Extracting
the Mesh from a Node, Describing
a Parameter Block, Selection
Modifiers, Trajectories,
Using
Multiple Roll-ups, Creating a
Parameter Block 1, Creating
Bitmaps, Custom
Plug-in Creation Processes, Loading
Old Parameter Data using IParamBlock2, NVIDIA Cg
Support, Container
Manager and Container Objects, MNMesh
Edges, MAXScript
Functions, Using
setHitCode and setHitDistance, Node
Parent / Child Relationships, Mapping
Coordinate Modifiers, MAXScript
Compiler and Interpreter, ParamBlockDesc2
Flags, Computing
Vertex Normals, Getting
the Nodes that Reference an Object, Plug-in
Display Interface, Main
Physique Export API Elements, Calling
MAXScript from C++, Handling
Mouse Procedures, Gizmo Hit
Testing using PolyLines, About
RenderItem, Accessing
Physique Vertex Assignments, Implementing
Simple Material and Texture Map Plug-ins with Nitrous, Vault and
Asset Tracking, Finding a
Physique Modifier, Required
DLL Functions, Using the
Physique Export Interface, 3DXI
Contrasted with 3ds Max SDK.
Define Documentation