Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
A little about Optitrack SDK and TrackIR
Posted on 24 April 2010 Neill No commentsIn this post I’ll tell you a little about the experience of working with Optitrack SDK and connecting the TrackIR.
Programming device, Optitrack, SDK, Tips, TrackIR -
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 -
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 -
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;
} -
How to: draw scene with camera background in a FBView
Posted on 12 August 2009 Neill No commentsThis is the forum question from Autodesk Area, so I will add it to the tips for OpenReality SDK:
You can operate with camera background by using property BackGroundColor.
So to get color at current frame:
FBColor color = lCamera.BackGroundColor;
Now we have to set clear color using OpenGL command:glClearColor( color[0], color[1], color[2], color[3] );
MotionBuilder, Programming C++, OpenGL, OpenReality, SDK, Tips -
How to: Change the width for the first column in the table
Posted on 10 August 2009 Neill No commentsOnce questioned, how to change the width for the first column in the table component of the FBSpread class. It appears that it’s need to identify by the column index -1, like this:
<spread>.GetColumn(-1).Width = <value>
MotionBuilder, Programming OpenReality, Python, SDK, Tips -
FBString, be careful
Posted on 31 July 2009 Neill No commentsWhen working with FBString revealed one feature – the constructor does not initialize the string memory. Ie if you do not assign a variable value and want to use it, you get an error. While the familiar course when the string class assign empty string value by default in constructor, but in the case of FBString this is empty pointer.
MotionBuilder, Programming C++, SDK, string -
Math library for developers 2
Posted on 29 July 2009 Neill 1 commentIn a previous “math library for developers” post, I published a library of classes for vectors, matrices and quaternions. At this time I decided to go ahead and rewrite the classes directly in the file fbtypes.h
MotionBuilder, Programming Math, Matrix, SDK, Source, Vector



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