Declaring and Representing Assets
 
 
 

The asset related data is represented by an object of type MaxSDK::AssetManagement::AssetUser which wraps asset specific data with a reference count and can be created in one of two ways:

  1. As a parameter block item within a parameter block as an entry of type TYPE_FILENAME tagged with p_assetTypeID. In this case 3ds Max's parameter block system takes care of constructing the AssetUser object, persisting the asset, and resolving paths to the asset file that it represents.
  2. As a MaxSDK::AssetManagement::AssetUser object created using MaxSDK::AssetManagement::IAssetManager::GetAsset().

Note: File paths representing assets should never be stored by plug-ins as strings.