Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
MotionBuilder UI, centered region
Posted on 3 June 2010 Neill No commentsTip, on how to centered a region. Not so long time ago I thought about this question and wish to share.
MotionBuilder OpenReality, Python, Tips, UI
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SkeletonBuilder WIP
Posted on 8 May 2010 Neill No commentsIn development there is a tool to fit the skeleton \ mocap actor under a set of points, including a precise calibration using ROM file.
* ROM – range of motion
MotionBuilder Actor, MoCap, OpenReality, Plugin -
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 -
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 -
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 -
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 -
UIBuilder source code is now avaliable!
Posted on 11 September 2009 Neill No commentsA high loading state of the last few days led me to believe that a useful tool would be good to lay eyes on the public with the source code freely available.
MotionBuilder, Programming C++, OpenReality, Plugin, Python, Source, Tool, UI
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FbxObject – Storing and retrieving a data
Posted on 20 August 2009 Neill No commentsWriting and reading in fbx format has its own characteristics, I would like to briefly talk about it.
MotionBuilder, Programming C++, OpenReality, Tutorials
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MoBu Snippets: Parent\Child constraint
Posted on 16 August 2009 Neill 21 commentsMotionBuilder, Programming OpenReality, Python, SDK, Snippets, Tips1
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21// Create Parent/Child constraint
FBConstraintManager lConstraintManager;
HFBConstraint lConstraint = NULL;
int i, c = lConstraintManager.TypeGetCount();
for( i = 0; i < c; i++ )
{
if( strstr(lConstraintManager.TypeGetName(i), "Parent/Child") )
{
lConstraint = lConstraintManager.TypeCreateConstraint(i);
break;
}
}
if (lConstraint){
lConstraint->ReferenceAdd( 0, lChildModel ); // here you put your constrained model
lConstraint->ReferenceAdd( 1, lParentModel ); // here you put your source model
// Activate constraint
lConstraint->Active = true;
}






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