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Binary file modified DA43dsMax/collections/3dsmax_collections.zip
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10 changes: 7 additions & 3 deletions DA43dsMax/collections/DA43dsMax Tutorial.postman_collection.json
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{
"info": {
"_postman_id": "dad5d249-f329-4a2e-9438-88a9b2bb2f6d",
"name": "Automating 3ds Max",
"name": "Execute a 3ds Max MaxScript",
"schema": "https://schema.getpostman.com/json/collection/v2.1.0/collection.json",
"_exporter_id": "3021021"
},
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{
"key": "Authorization",
"value": "Bearer {{dasApiToken}}"
},
{
"key": "x-ads-region",
"value": "US"
}
],
"body": {
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{
"key": "minutesExpiration",
"value": "5",
"disabled": true
"disabled": false
}
]
}
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{
"key": "minutesExpiration",
"value": "5",
"disabled": true
"disabled": false
}
]
}
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@@ -1,6 +1,6 @@
{
"id": "d335021d-4bca-4bb4-9a04-a8e9f3c12fbc",
"name": "DA43dsMax Tutorial",
"name": "DA43dsMax",
"values": [
{
"key": "client_id",
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4 changes: 2 additions & 2 deletions DA43dsMax/instructions/before_you_begin.md
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Expand Up @@ -6,7 +6,7 @@ Postman Collections are groups of prepopulated HTTP requests. They can also cont

Postman environments are named configurations that implement environment variables to store values you typically use across many HTTP requests. For example, this Postman Collection stores the Access Token, which is used across most HTTP requests, in a variable named `dasApiToken`.

To import the Postman Collection and environment you need for this tutorial:
To import the Postman Collection and environment you need for this walkthrough:

1. Download the following zip file from the [*collections* folder](../collections) and expand it on your local machine.

Expand All @@ -16,7 +16,7 @@ To import the Postman Collection and environment you need for this tutorial:

3. Drag the file you expanded in step 1 to the area marked **Drop files here**. Alternatively, you can click **Choose Files** and pick the files you downloaded in step 1.

4. Click the environment drop-down on the upper-right, and select **DA43dsMax Tutorial**. The environment containing the variables for the tutorial loads.
4. Click the environment drop-down on the upper-right, and select **DA43dsMax**. The environment containing the variables for the walkthrough loads.

![Postman Environment drop-down](../images/postman_environment_dropdown.png "Postman Environment drop-down")

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4 changes: 2 additions & 2 deletions DA43dsMax/instructions/task-1.md
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## Create an App

1. Follow the instructions on the tutorial [Create an App](https://aps.autodesk.com/en/docs/oauth/v2/tutorials/create-app/).
1. Follow the instructions on the walkthrough [Create an App](https://aps.autodesk.com/en/docs/oauth/v2/tutorials/create-app/).
When specifying details of the app, select "Design Automation API" and "Data Management API".

2. Note down the *Client ID* and *Client Secret* of the app you created. You will need this in the next step.

## Save Client ID and Client Secret to Postman Environment Variables

In the DA43dsMax Tutorial environment that you selected earlier, there are two Postman Environment Variables named `client_id` and `client_secret`. By setting these variables, you don't need to specify their values when you send HTTP requests to APS.
In the DA43dsMax Walkthrough environment that you selected earlier, there are two Postman Environment Variables named `client_id` and `client_secret`. By setting these variables, you don't need to specify their values when you send HTTP requests to APS.

To set the environment variables:

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4 changes: 2 additions & 2 deletions DA43dsMax/instructions/task-2.md
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APS uses the Client ID to uniquely identify an app. The Client ID can be long and cryptic, and hence a source of irritation when you reference your app.

A *Nickname* lets you map a Client ID to an easy-to-use name that you can use in place of the Client ID. This tutorial uses the `dasNickName` environment variable in Postman to store the Nickname.
A *Nickname* lets you map a Client ID to an easy-to-use name that you can use in place of the Client ID. This walkthrough uses the `dasNickName` environment variable in Postman to store the Nickname.

**Notes:**

- Once you add data to an App, you are not allowed to set a nickname for the app. The only way you can assign a nickname to an app with data is by first calling the `[DELETE] /forgeapps/me`. This action deletes all data associated with that app, including any existing nickname. The request **Extras > Delete App Data in Design Automation** in this Postman Collection calls (`[DELETE] /forgeapps/me`) and clears the app of all data.

![Delete App Data](../images/task2-delete_forge_app.png "Delete app")

- If you get stuck while working on this tutorial, and are unable to proceed, use this request to clear all data from the app, and restart from Task 1.
- If you get stuck while working on this walkthrough, and are unable to proceed, use this request to clear all data from the app, and restart from Task 1.

- Nicknames cannot contain spaces, and must be globally unique. If the nickname is already in use, even by someone else, APS returns a `409 Conflict` error when you try to set the Nickname.

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6 changes: 3 additions & 3 deletions DA43dsMax/instructions/task-4.md
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Expand Up @@ -4,7 +4,7 @@ When Design Automation executes the Activity you created in Task 3, it must acce

## Create a Bucket

In this tutorial, you will use a Postman environment variable named `ossBucketKey` to hold the Object Key of the Bucket that contains your files in the cloud.
In this walkthrough, you will use a Postman environment variable named `ossBucketKey` to hold the Object Key of the Bucket that contains your files in the cloud.

1. Specify a value for the Bucket Key in the Postman Environment Variable named `ossBucketKey`:

Expand All @@ -29,7 +29,7 @@ In this tutorial, you will use a Postman environment variable named `ossBucketKe

## Obtain Signed URL to upload 3ds Max scene file to OSS

1. Download the zip file containing the 3ds Max scene file *input.zip* from the [*tutorial_data* folder of this repository](../tutorial_data).
1. Download the zip file containing the 3ds Max scene file *input.zip* from the [*walkthrough_data* folder of this repository](../walkthrough_data).

2. Click the **Environment quick look** icon on the upper right corner of Postman.

Expand Down Expand Up @@ -69,7 +69,7 @@ To make the uploaded file available for download, you must specifically instruct

## Obtain Signed URL to Upload MAXScript file to OSS

1. Download the file *Twistit.ms*, containing the 3ds Max scene file, from the [*tutorial_data* folder of this repository](../tutorial_data).
1. Download the file *Twistit.ms*, containing the 3ds Max scene file, from the [*walkthrough_data* folder of this repository](../walkthrough_data).

2. Click the **Environment quick look** icon on the upper right corner of Postman.

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4 changes: 2 additions & 2 deletions DA43dsMax/instructions/task-6.md
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Expand Up @@ -2,7 +2,7 @@

Before you download the results from from your WorkItem, it must must complete execution. You can periodically check the status of the WorkItem and download the results once execution is complete. Alternatively, you can get Design Automation to send a POST request to a callback URL you specify, once execution is done.

In this tutorial, you will periodically check the status of the WorkItem.
In this walkthrough, you will periodically check the status of the WorkItem.

For information on how to specify a callback URL instead, see the [APS developer portal](https://aps.autodesk.com/en/docs/design-automation/v3/developers_guide/callbacks/#oncomplete-callback).

Expand Down Expand Up @@ -40,6 +40,6 @@ Design Automation queues WorkItems before processing them. Processing itself can

![Download Result](../images/task6-download_step_2.png "Download Result")

Congratulations! You have completed this tutorial.
Congratulations! You have completed this walkthrough.

[:rewind:](../readme.md "readme.md") [:arrow_backward:](task-5.md "Previous task")
10 changes: 5 additions & 5 deletions DA43dsMax/readme.md
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# Design Automation for 3ds Max Step-by-Step Tutorial
# Execute a 3ds Max MaxScript

![Platforms](https://img.shields.io/badge/Web-Windows|MacOS-lightgray.svg)
[![oAuth2](https://img.shields.io/badge/Authentication-v2-green.svg)](http://developer.autodesk.com/)
Expand All @@ -13,17 +13,17 @@
![Beginner](https://img.shields.io/badge/Level-Beginner-green.svg)
[![License](https://img.shields.io/:license-MIT-blue.svg)](http://opensource.org/licenses/MIT)

This folder contains a Postman Collection that contains the requests used in the [Design Automation for 3ds Max Step-by-Step tutorial](https://aps.autodesk.com/en/docs/design-automation/v3/tutorials/3dsmax/) on the APS developer portal.
This folder contains a Postman Collection with the requests used in the [Execute a 3ds Max MaxScript walkthrough](https://aps.autodesk.com/en/docs/design-automation/v3/tutorials/3dsmax/) on the APS developer portal.

In the Postman sidebar, requests are stored in folders that have the same name as the corresponding task in the tutorial.
In the Postman sidebar, requests are stored in folders that have the same name as the corresponding task in the walkthrough.

![APS developer portal menu to Postman](images/aps_portal_menu_2_postman_menu_01.png "APS developer portal task to Postman mapping")

Individual requests in Postman have the same names as the corresponding step in the tutorial.
Individual requests in Postman have the same names as the corresponding step in the walkthrough.

![APS developer portal steps to Postman](images/aps_portal_menu_2_postman_menu_02.png "APS developer portal task to Postman mapping")

Instructions to run the Postman tutorial are as follows:
Instructions to run the Postman walkthrough are as follows:

- [Before you begin](instructions/before_you_begin.md)
- [Task 1 - Obtain an Access Token](instructions/task-1.md)
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