1.3ds Max manages the entire scene in a tree-like structure, with each tree node type Inode
2. The interface class is critical to traverse all nodes of the entire scene through the Getrootnode, Numberofchildren, and Getchildnode methods.
3. In Max, an object is an object and not a inode,object is attached to the inode, and the coordinate system of object coordinates is the local coordinate system of the inode.
4. The Inode::getnodetm method returns the transformation matrix of the inode to the world coordinate system, and the Inode::getobjecttm method returns the transformation matrix of the object to the world coordinate system attached to the Inode
5. To get the transformation matrix of the inode to its parent inode, first obtain the transformation matrix of its parent node to the world coordinate system through the Inode::getparenttm method, and then calculate Inode::getnodetm (t) * Inverse (INode:: Getparenttm (t)) to get the transformation matrix of the node into the parent control.
6. When we create a character animation in Max, we need to call the Inode::evalworldstate method when the entire animation data is needed, which returns the status of the inode after Max pipeline processing at t time. We can get the transformation matrix of the Inode node under the action of this moment, and then we can process the required format of the engine by ourselves.
Learn some of the summary of the 3DS Max plug-in development process