Wednesday, 1 May 2024

Property Editor

One of the first 3ds Max tools I wrote, which was officially rolled out to the team, was the Property Editor.
It was during my time on Viking: Battle for Asgard where the tool was first used during its development. After this project the Property Editor was also adopted for use on the Alien: Isolation project.
The role of this tool was to create, manage and edit metadata on meshes within a 3ds Max scene, which would then be used to determine information about the 3d assets once they reached the game.
The Property Editor was written in Maxscript and initially hooked into ActiveX to offer a much better UI experience for the user over what Maxscript's native UI commands would have offered.
During Alien: Isolation 3ds Max discontinued supporting ActiveX and switched to dotnet which required the Property Editor to be updated to support this change. It was a pain this happened, with little warning, but it did give me the opportunity to become familiar with dotnet and all the amazing options it offered.
The metadata available for meshes, via the Property Editor, wasn't hardcoded but instead imported from a config file created and maintained by the coders. This had the benefit of ensuring the tool was always in sync with any changes made to the officially available metadata the game used.
The UI for the tool was designed to be as user friendly as possible. This included a multi-edit mode where metadata values could be updated across multiple meshes at any one time.

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