Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
OR SDK and STL string
Posted on 6 February 2010 Neill No commentsOR SDK and STL string together generate a 118 error when compiling from error C2365: ‘operator new’: redefinition; previous definition was ‘function’It seems to be why they combine, because in the OR SDK has a class for the line – FBString. However, with such a challenge comes when you want to connect third-party libraries or their development, often it’s all tied to the STL string and get rid of that there is no possibility.OR SDK and STL string together generate 118 errors when compiling from error C2365: ‘operator new’: redefinition; previous definition was ‘function’
It seems that there is no reason to combine them, because in the OR SDK there is a class for the string – FBString. However, such a challenge comes when you want to connect third-party libraries or own development, often it’s all tied to the STL string and get rid of that there is no possibility.
MotionBuilder, Programming C++, OpenReality, SDK, string, Tips -
Labelator – rename your skeleton’s markers
Posted on 5 February 2010 Neill No commentsLabelator – is a special helper object, which stores the names of objects around them by their spatial arrangement.
MotionBuilder Plugin, Tool, Video -
Some notes about constraints in ORSDK
Posted on 2 February 2010 Neill No commentsConstraints have a very useful opportunity to update the position of objects in the evaluation thread. For example, I have a plug manipulator, which manages a set of objects in the scene. On the one hand could simply ask the object location like SetVector for each object. But first, it will be on thread in the drawing, and secondly, my plug-in performs the action in time.
MotionBuilder Constraint, OpenReality, SDK, Tips -
Free 2-day MotionBuilder SDK Training in San Francisco
Posted on 1 February 2010 Neill No commentsThe Autodesk Developer Network is offering a free 2-day MotionBuilder SDK training at Games Developer Conference (GDC) in San Francisco on March 9 and 10, 2010. This is a rare opportunity to work in a small class room environment with very knowledgeable instructors on the Media & Entertainment product of your choosing. The unique opportunity allows you to dive into the inner workings of the software, and come out with a strong fundamental knowledge of their architecture to see and understand how you can utilize and benefit from the API’s/SDK’s of these powerful software’s. For more details, go to the following links:
MotionBuilder SDK Training Description and Agenda
Register here for MotionBuilder SDK
MotionBuilder 2010, ADN, Events, GDC, OpenReality, Python, SDK -
Markers renamer script by the UIBuilder
Posted on 23 January 2010 Neill No commentsUtility to rename a set of markers. Was used in the production for the standardization of naming a set of markers of diverse sources mocap data. In particular, if the animation shot with the same person, it is not necessary for each of them to do different MoBu Actor, it is enough to observe the unity of naming markers and can be combined animation with the scene had once trained actor.
MotionBuilder MoCap, Python, Tool, UI -
Real powerfull alternative to the desktop
Posted on 23 January 2010 Neill No commentsWhen working with the desktop want more: more tools to the organization, more dynamics, effects. Any additional utilites like stickers, assistants and others are beginning to clog the taskbar, and eventually get rid of them … they lack the lightness. And finally caught me truly worthy contender to replace the desktop – Bump top. I have installed him and he was free to fit into the work. Not even have to get used to how it was with all sorts of variations on the theme of “3D desktop”. One of those products that are made with taste and made beautiful and qualitatively.
Official website of the Bump top
Miscellaneous 3d, overview -
Build you own Actor
Posted on 21 January 2010 Neill No commentsSmall model plugin for MotionBuilder, that will gives you possibility to operate with actor’s body parts as normal objects in scene.
MotionBuilder Actor, MoCap, OpenReality, Plugin, Tool -
ActiveX in the Google Chrome
Posted on 21 January 2010 Neill No commentsOriginal IE Tab overview says:
Use Internet Explorer to display web pages in a Chrome tab. Some sites can only be displayed using IE, and with this extension you can now see those sites without leaving Chrome. Great for web developers who want to test the IE rendering engine, users who use sites with ActiveX controls, and users who want to use the explorer view for local files (i.e. file:// URLs).
You could find IE Tab extension here.
Miscellaneous ActiveX, Browser, Chrome, Google, IE, Tips -
How MoCap Works on Brad’s FIE Blog
Posted on 17 January 2010 Neill No commentsRecently in my network has got quite an interesting blog with the analysis of technologies, materials and algorithms for optical motion capture. In particular site you’ll find interesting articles on the reconstruction of 3D position of the point of a set of 2D image cameras; information about the markers and reflective ability, as well as review of the most popular solutions for tracking points and calculate trajectories of markers.Blog is in English.Blog is hereRecently I have found an interesting blog with the analysis of technologies, materials and algorithms for optical motion capture. In particular site you’ll find interesting articles on the reconstruction of 3D position of the point of a set of 2D image from cameras; information about the markers and reflective ability, as well as review of the most popular solutions for tracking points and calculate trajectories of markers.
Blog is here.
Miscellaneous MoCap, overview -
Evaluation thread in a shader plugin
Posted on 12 January 2010 Neill No comments* Image taken from the documentation for Autodesk MotionBuilder 7.5When writing a plugin shader webcams faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance MoBu scene, and with another – usually creating plug-ins for MoBu says, adding that its flow can only degrade performance, they say do not do so, and then use what’s already there. Here is a quote from the documentation: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.* Image taken from the documentation of the Autodesk MotionBuilder 7.5
When I was writing a plugin shader for a webcam, I have faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance of the MoBu scene, and with another – rule for creating plug-ins for MoBu says: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.
MotionBuilder, Programming OpenReality, overview, Plugin, SDK, WebCam






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