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 -
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 -
Maya tips (only in russian)
Posted on 28 November 2009 Neill No commentsMaya
Basic Features
- Работа с камерой
Alt + LB – rotate view
Alt + MB – Pan (track)
Alt + LB+MB – Zoom (dolly)
Ctrl + Alt + LB – bounding zoom
- режим обрисовки объекта
4 – сетка
5 – каркас (shade)
6 – с текстурой
- качество вывода поверхности
1- мало
2- средне
3- высоко
Maya Tips -
LightWave tips (in russian)
Posted on 28 November 2009 Neill No commentsLIGHTWAVE Modeler
Диалог статистики можно вызвать с помощью клавиши W
Выделение в LightWave:
- левой кнопкой мыши булевское выделение ( если элемент под курсором еще не выделенен, тогда выделелить его, иначе сбросить выделение )
- средней кнопкой мыши ( добавляются элементы, находящиеся под курсором )
- правой кнопкой мыши выделение “Лассо” ( если элементы, попадающие в область выделения выделены, тогда иневентировать их состояние, иначе выделить )
! Чтобы получить информацию о выделении (номера выжеленных элементов, их положении и т.д.), нажмите I.
Lightwave Tips -
GLSL shaders notes
Posted on 9 November 2009 Neill No commentsIn the course of work with the GLSL shaders I have a few helpful notes on compatibility:
1) # version 120 – a string indicating the version of the shader should be the first in the code, otherwise ATI swears at compile time. I have this error was the result of the shader assembly of parts.2) most of the old ATI and INTEL cards do not support glsl shaders, instead they have only enhance GL_ARB_VERTEX_PROGRAM, GL_ARB_FRAGMENT_PROGRAM. Out here there is very concise – download library CG from NVidia and recompile the shaders into the arb programs.
For example: cgc-glsl shader.glsl-profile arbvp1-o vertex.vp
In this case, profile arbvp1 for vertex programs and arbfp1 – for the fragment.
3) The emergence glsl shaders, command glGetString complemented with new possible argument GL_SHADING_LANGUAGE_VERSION, which returns the version of the glsl shader.
4) Remember that NVidia has a very useful utility ShaderPerf – analysis of the number of shader instructions, and the speed of execution, as well as sweep shader performance for different video cards and a family of graphics NVidia chipsets. There is also an opportunity to compare the performance of two different shaders to each other.
5) Do not specify real numbers with f at the end as 1.0f, simply write 1.0. Also, ATI is very picky to the writting a real number with no fractional part.
6) Useful utility OpenGL Extension Viewer with a database of support OpenGL extensions for most video cards. http://www.realtech-vr.com/glview/
Graphics, Programming GLSL, OpenGL, Tips -
Bug in the Lua’s Luna Wrapper
Posted on 7 November 2009 Neill 2 commentsLuna wrapper for integrating C + + classes under Lua is quite handy and compact.
http://lua-users.org/wiki/LunaFour
But recently I decided to try its fourth version, where implemented properties and operations (assignment, add, etc.). So the property was getting the value from my class, but property didn’t want to set a value. It turned out that in the class Luna overrides __setindex method as the destination value.
I looked at the documentation on meta methods http://lua-users.org/wiki/MetamethodsTutorial
and found that I nee to override actually __newindex method
Please make the appropriate changes to the code Luna and it will work!
Programming Lua, Luna, Script, Tips -
AREA: Exposing functions to the Python
Posted on 8 October 2009 Neill No commentsThe portal Autodesk AREA branch will be interesting to discuss how to export a C ++ function for a MoBu python.
User Petr Man offers a good solution to this, so that anyone having this kind of need to necessarily look at
MotionBuilder, Programming C++, overview, Python, Tips -
Capturing Facial Animation in Tracking Tools
Posted on 29 September 2009 Neill No commentsThis post is intended for all users of the Tracking Tools. If you desire to capture a facial animation and you captured it, then you may be surprised a large scale markers, permanent jittering and other adverse effects, all of which reduce the quality of capturing in the literal sense to zero.
Miscellaneous Animation, Facial, MoCap, Optitrack, Tips, TT

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