State Sets MAXScript Access

The State Sets render pass management system was first introduced in the Subscription Advantage Pack extension to 3ds Max 2012 and is now integral part of 3ds Max 2013 and higher.

It is exposed to MAXScript via a DotNet object and its properties and methods.

   

The following example shows the basic steps involved in accessing and manipulating State Sets.

Getting Access To State Sets

stateSetsDotNetObject = dotNetObject "Autodesk.Max.StateSets.Plugin" --Get StateSets dotNet object. 
stateSets = stateSetsDotNetObject.Instance --Get the state sets instance from the dotNet object.  

Opening and closing State Sets window

stateSets.ShowMainFrame() --Open the State Sets window. 
stateSets.HideMainFrame() --Close the State Sets window.  

Getting access to the Master state

masterState = stateSets.EntityManager.RootEntity.MasterStateSet

Adding and renaming a new state set

stateSet = masterState.AddState()
stateSet.Name = "MyStateSet"
masterState.AssignUniqueName stateSet --Assigns a unique name to the state set  

Changing current state set, starting, and ending recording

previousCurrentStateSet = masterState.CurrentState.Items[0] --Record current state set.
masterState.CurrentState = #(stateSet) --Assign current state set. 
stateSet.BeginRecording() --Begin recording state set.  
stateSet.EndRecording() --End recording state set. 
masterState.CurrentState = #(previousCurrentStateSet) --Assign previous state set.  

Adding and rendering a child sub-state set, and doing other operations

subStateSet = stateSet.AddState()
subStateSet = stateSet.Render #(stateSet) --Render state set, note that we specify a path because this state set could be located under multiple parents.

scriptedState = stateSet.AddScriptedState() --Add a scripted state. 
scriptedState.ApplyScript = "-- MaxScript executed when applying state set" --Assign the apply script.
scriptedState.RevertScript = "-- MaxScript executed when reverting state set" --Assign the revert script. 
stateSet.CreateTemplate() --Create a template for this state set  

Deleting state set and first child

masterState.RemoveChild stateSet --Removes the state set 
masterState.RemoveChild masterState.Children.Item[0] --Removes the first child 

Adding a compositor view

masterState.CreateCompositingView true --Add compositor view with render elements
masterState.CreateCompositingView false --Add compositor view without render elements 

Rendering all state sets in the scene

masterState.RenderAllStates()

Getting access to objects state set

objectStateSet = masterState.ObjectStateSet

   

All properties and methods of all DotNet objects and classes implemented by the State Sets system are accessible to MAXScript using the DotNet inspector functions.

Exploring State Set Plugin Instance

stateSetsDotNetObject = dotNetObject "Autodesk.Max.StateSets.Plugin"
dotNetObject:Autodesk.Max.StateSets.Plugin

stateSets = stateSetsDotNetObject.Instance
dotNetObject:Autodesk.Max.StateSets.Plugin

showProperties stateSets
  .BitmapInfos : <System.Collections.Generic.Dictionary`2[System.Int32,Autodesk.Max.IBitmapInfo]>
  .ClassDescManager : <Autodesk.Max.StateSets.ClassDescManager>, read-only
  .Configuration : <Autodesk.Max.StateSets.Configuration>
  .EntityManager : <Autodesk.Max.StateSets.Entities.EntityManager>, read-only
  .Global : <Autodesk.Max.IGlobal>
  .GlobalStringFormat : <System.Drawing.StringFormat>, read-only
  .HasRenderPreviewNode : <System.Boolean>, read-only
  .Instance : <Autodesk.Max.StateSets.Plugin>, static
  .InvokeRequired : <System.Boolean>, read-only
  .LoadedVersion : <System.Version>
  .NodeEvents : <Autodesk.Max.StateSets.Plugin+NodeEventCallback>, read-only
  .PreviewRenderNode : <Autodesk.Max.IINode>, read-only
  .Skin : <Ephere.Gui.NodeViews.Skin>
  .Sync : <System.ComponentModel.ISynchronizeInvoke>
  .accumCallbacks : <System.Int32[]>
  .GWL_STYLE : <System.Int32>, read-only, static
true

showMethods stateSets
  .<System.Int32>AccumCallbackCount <Autodesk.Max.StateSets.Plugin+AccumCallbackType>type
  .AccumCallbackIncrement <Autodesk.Max.StateSets.Plugin+AccumCallbackType>type
  .AccumCallbackIncrement <Autodesk.Max.StateSets.Plugin+AccumCallbackType>type <System.Int32>n
  .AccumCallbackReset <Autodesk.Max.StateSets.Plugin+AccumCallbackType>type
  .<System.IAsyncResult>BeginInvoke <System.Delegate>method <System.Object[]>args
  .Cleanup()
  .<T>CreateInstance()
  .<System.Runtime.Remoting.ObjRef>CreateObjRef <System.Type>requestedType
  .<System.Object>EndInvoke <System.IAsyncResult>result
  .<System.Boolean>Equals <System.Object>obj
  .[static]<System.Boolean>Equals <System.Object>objA <System.Object>objB
  .<System.Int32>GetHashCode()
  .<System.Object>GetLifetimeService()
  .<System.Type>GetType()
  .<System.Int32>GetUniqueBitmapInfoId()
  .HideMainFrame()
  .Initialize <Autodesk.Max.IGlobal>global <System.ComponentModel.ISynchronizeInvoke>sync
  .<System.Object>InitializeLifetimeService()
  .<System.Object>Invoke <System.Delegate>method <System.Object[]>args
  .<Autodesk.Max.IValue>LaunchBlank <Autodesk.Max.IValue[]>args
  .[static]Log <Autodesk.Max.StateSets.Plugin+LogType>logType <System.String>message
  .[static]Log <System.String>message <System.Boolean>newLine
  .LogLocal <Autodesk.Max.StateSets.Plugin+LogType>logType <System.String>message
  .PreviewRenderNodeReset()
  .[static]<System.Boolean>ReferenceEquals <System.Object>objA <System.Object>objB
  .RegisterAnchorCallbacks()
  .ReloadConfiguration()
  .ResetAndDelete()
  .ResetConfiguration()
  .ResetNodeEventCallbackMessages()
  .ShowMainFrame()
  .<System.String>ToString()
  .TriggerNodeEventCallbackMessages()
  .UnRegisterAnchorCallbacks()
true

showEvents stateSets
   CurrentLayerChanged <Autodesk.Max.IILayer>obj = ( ... )
   CurrentStateSetChanged <Autodesk.Max.StateSets.Entities.StateSets.StateSet>obj = ( ... )
   StateApplied <Autodesk.Max.StateSets.Entities.StateSets.StateSet>arg1 <System.Boolean>arg2 = ( ... )
   StateRecording <Autodesk.Max.StateSets.Entities.StateSets.StateSet>arg1 <System.Boolean>arg2 = ( ... )
   StateSetRemoved <Autodesk.Max.StateSets.Entities.StateSets.StateSet>obj = ( ... )
true

Exploring MasterStateSet

 showProperties stateSets.EntityManager .RootEntity : <Autodesk.Max.StateSets.Entities.Root>
true

showProperties stateSets.EntityManager.RootEntity
  .AutomaticName : <System.String>
  .AutomaticTypeName : <System.String>
  .Children : <System.Collections.Generic.List`1[Autodesk.Max.StateSets.Entities.Entity]>
  .CustomAttributes : <System.Collections.Hashtable>, read-only
  .CustomChildren : <System.Collections.Generic.List`1[Autodesk.Max.StateSets.Entities.Entity]>
  .Description : <System.String>
  .DynamicInsertTarget : <System.Boolean>
  .HierarchyIndex : <System.Int32>, read-only
  .InternalName : <System.String>, read-only
  .MasterStateSet : <Autodesk.Max.StateSets.Entities.StateSets.Master>, read-only
  .Name : <System.String>
  .Parents : <Autodesk.Max.StateSets.Entities.Entity[]>, read-only
  .TypeName : <System.String>
  .UseNameForTypeName : <System.Boolean>, read-only
  .CustomChildrenToken : <System.String>, read-only, static
true

showProperties stateSets.EntityManager.RootEntity.MasterStateSet
  .AutomaticName : <System.String>, read-only
  .AutomaticTypeName : <System.String>
  .Children : <System.Collections.Generic.List`1[Autodesk.Max.StateSets.Entities.Entity]>
  .CompositorLinkFilePath : <System.String>
  .CurrentState : <Autodesk.Max.StateSets.Entities.StateSets.StateSet[]>
  .CustomAttributes : <System.Collections.Hashtable>, read-only
  .CustomChildren : <System.Collections.Generic.List`1[Autodesk.Max.StateSets.Entities.Entity]>
  .DescendantStateCount : <System.Int32>, read-only
  .Description : <System.String>, read-only
  .DynamicInsertTarget : <System.Boolean>
  .HierarchyIndex : <System.Int32>, read-only
  .InternalName : <System.String>, read-only
  .Name : <System.String>
  .ObjectStateSet : <Autodesk.Max.StateSets.Entities.StateSets.StateSet>, read-only
  .Parents : <Autodesk.Max.StateSets.Entities.Entity[]>, read-only
  .RenderOutputFilePattern : <System.String>
  .TypeName : <System.String>
  .UseNameForTypeName : <System.Boolean>, read-only
  .CustomChildrenToken : <System.String>, read-only, static
true

showMethods stateSets.EntityManager.RootEntity.MasterStateSet
  .<Autodesk.Max.StateSets.Entities.Entity>AddChild <Autodesk.Max.StateSets.Entities.Entity>entity <System.Boolean>autoGenerated
  .<Autodesk.Max.StateSets.Entities.Entity>AddChild <Autodesk.Max.StateSets.Entities.Entity>entity <System.Boolean>autoGenerated <System.Boolean>broadcastEvent
  .AddObjectState()
  .<Autodesk.Max.StateSets.Entities.StateSets.StateSet>AddState()
  .AssignUniqueName <Autodesk.Max.StateSets.Entities.Entity>state <System.String>baseName
  .CollectDescendantStateSets <System.Collections.Generic.List`1[[Autodesk.Max.StateSets.Entities.StateSets.StateSet, Autodesk.Max.StateSets, Version=1.8.6.6015, Culture=neutral, PublicKeyToken=null]]>destination
  .CollectDescendantsWithCustomAttribute <System.Object>customAttribute <System.Collections.Generic.List`1[[Autodesk.Max.StateSets.Entities.Entity, Autodesk.Max.StateSets, Version=1.8.6.6015, Culture=neutral, PublicKeyToken=null]]>destination
  .CreateCompositingView <System.Boolean>includeRenderElements
  .<System.Runtime.Remoting.ObjRef>CreateObjRef <System.Type>requestedType
  .Dispose()
  .<System.Boolean>Equals <System.Object>obj
  .[static]<System.Boolean>Equals <System.Object>objA <System.Object>objB
  .GenerateChildrenForTarget <Autodesk.Max.StateSets.Entities.Entity>target
  .<Autodesk.Max.StateSets.Entities.Entity>GetChild <System.String>name
  .<T>GetCustomAttribute <System.Object>key <T>defaultValue
  .<System.Boolean>GetCustomAttributeBoolean <System.Object>key
  .<Autodesk.Max.StateSets.Entities.Entity>GetDescendant <System.Collections.Generic.List`1[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]>hierarchyIndex
  .<Autodesk.Max.StateSets.Entities.Entity>GetDescendant <System.String>name
  .<System.Collections.Generic.List`1[Autodesk.Max.StateSets.Entities.StateSets.StateSet[]]>GetDescendantStateSetPaths()
  .<System.Int32>GetHashCode()
  .<System.Collections.Generic.List`1[System.String]>GetHierarchyIndex <Autodesk.Max.StateSets.Entities.Entity>descendant
  .<System.Object>GetLifetimeService()
  .GetObjectData <System.Runtime.Serialization.SerializationInfo>info <System.Runtime.Serialization.StreamingContext>context
  .<Autodesk.Max.StateSets.Entities.StateSets.StateSet>GetStateById <System.Int32>id
  .<System.Type>GetType()
  .<System.Boolean>HasCustomAttribute <System.Object>key
  .<System.Boolean>HasDescendant <Autodesk.Max.StateSets.Entities.Entity>descendant <Autodesk.Max.StateSets.Entities.Entity[]>ignoreParents
  .<System.Boolean>HasDescendant <Autodesk.Max.StateSets.Entities.Entity>descendant <System.Collections.Generic.HashSet`1[[Autodesk.Max.StateSets.Entities.Entity, Autodesk.Max.StateSets, Version=1.8.6.6015, Culture=neutral, PublicKeyToken=null]]>ignoreParents
  .<System.Object>InitializeLifetimeService()
  .<Autodesk.Max.StateSets.Entities.Entity>InsertChild <System.Int32>index <Autodesk.Max.StateSets.Entities.Entity>entity
  .<Autodesk.Max.StateSets.Entities.Entity>InsertChild <System.Int32>index <Autodesk.Max.StateSets.Entities.Entity>entity <System.Boolean>autoGenerated <System.Boolean>broadcastEvent
  .InvalidateChildren()
  .<System.Boolean>IsDescendantOf <Autodesk.Max.StateSets.Entities.Entity>ancestor
  .<System.Boolean>OnCreateChildForIndex <System.String>index <Autodesk.Max.IRepresentation>target
  .[static]<System.Boolean>ReferenceEquals <System.Object>objA <System.Object>objB
  .Refresh()
  .RemoveChild <Autodesk.Max.StateSets.Entities.Entity>entity
  .RemoveChild <Autodesk.Max.StateSets.Entities.Entity>entity <System.Boolean>entityChange
  .RemoveChild <Autodesk.Max.StateSets.Entities.Entity>entity <System.Boolean>entityChange <System.Boolean>broadcastEvent
  .RemoveCustomAttribute <System.Object>key
  .RenderAllStates()
  .Reset()
  .SetCustomAttribute <System.Object>key <T>value
  .SetCustomAttributeBoolean <System.Object>key <System.Boolean>value
  .<System.String>ToString()
  .UpdateHierarchyParents()
true