The Area http://area.autodesk.com/forum/ The Area en Copyright 2009 2009-11-22T09:06:00+01:00 FBView with custom camera http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbview-with-custom-camera/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbview-with-custom-camera/page-last/#When:10:30:11Z Hi, I am trying to develop a UI which shows view from a fix Camera in MoBu, and also contains few buttons. Kind of animation helper tool. Any idea how can I set the camera in FBView? Thanks 2009-11-18T10:30:11+01:00 Animatable Shaders? http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/animatable-shaders/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/animatable-shaders/page-last/#When:13:56:24Z I am developing an FBShader plug-in that I want to be able to control via the relation editor. I see that FBShader derives from FBBox, and I am able to create HFBAnimationNode members via the AnimationNodeInCreate method. However, I cannot see these properties in the relation editor like I can for other plugin types. What more do I need to do to expose these inputs? 2009-11-12T13:56:24+01:00 Problems with Vector Properties http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/problems-with-vector-properties/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/problems-with-vector-properties/page-last/#When:03:23:39Z Hello, I'm working on an add-on to help users tag animations using some of our in-house data. I've employed a method to leverage the FBPropertyVector4d type to hold three floating-point values and then an extraneous piece of relational data. The implementation requires that the FBPropertyVector4d type be animatable, thus the call [code] newProperty = selectedComponent->PropertyCreate("Property Name", kFBPT_vector4D, ANIMATIONNODE_TYPE_VECTOR, true, true) [/code] is invoked. A legitimate property is produced -- at least it appears to be valid. Next, I set the vector with valid data: [code] FBVector4d vector; vector.mValue[0] = (double) number; vector.mValue[1] = 0.0; vector.mValue[2] = 0.0; vector.mValue[3] = (double) id; newProperty->SetData(&vector) [/code] If I call [code] newProperty->GetData(&vector, sizeof(FBVector4d)) [/code] immediately after the SetData call, I will get trash data without fail. This is my first problem. Am I acquiring the data from the property class appropriately? My suspicion is that the FBPropertyVector4d isn't properly supported since it has an array. Now, I continued past this to see how far I could get. The next step is to key this new property on the current frame: [code] HFBPropertyAnimatable lAnimatableProperty = (HFBPropertyAnimatable)newProperty; lAnimatableProperty->SetAnimated(true) HFBAnimationNode lNode = lAnimatableProperty->GetAnimationNode() FBVector4d data; newProperty->GetData((void*) &data, sizeof(FBVector4d)) lNode->KeyAdd((double*) &(data.mValue[0])) [/code] At this point, the property is keyed at the current frame, although it's values appear to reset back to the zero vector. What is weird about this behavior is that I can go to the "Properties" tab in the "Asset Browser" and see my valid data there for a split second before it is reset. If I do not key this property, the data will be correct and remain. Another major issue I've experienced is that FBPropertyVector types do not have an FCurve. My guess (although this doesn't appear documented) is that FBPropertyVector types' sub-classes (x, y, z) have curves of their own. Is there any way to access those in the 2009 MotionBuilder SDK? Has anyone else experienced similar issues with using FBPropertyVector types? I'm currently at a loss on how to create these properly through the OpenReality SDK without having some wonky behavior. Any advice would be greatly appreciated. 2009-11-10T03:23:39+01:00 Can I use MB and OR functionality to display animations in my application? http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/can-i-use-mb-and-or-functionality-to-display-animations-in-my-application/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/can-i-use-mb-and-or-functionality-to-display-animations-in-my-application/page-last/#When:21:42:34Z I'm developing a project which I need to animate a character with motion capture in real time. Is it possible to use OR functionality to make my application display the animation? Thanks in advance. 2009-11-09T21:42:34+01:00 Exposing functions to the Python http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/exposing-functions-to-the-python/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/exposing-functions-to-the-python/page-last/#When:21:02:08Z Hi, is possible to expose own C++ functions to the Python scripting?? (like 3DS MAX SDK). Thanks 2009-11-09T21:02:08+01:00 Autogenerate Poses for animation http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/autogenerate-poses-for-animation/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/autogenerate-poses-for-animation/page-last/#When:12:51:40Z Hello, I have an animation for which i would like to generate poses at a certain frame. poses are basically another animation with just one frame. at this pose, a certain bone should have another position. (basically it is the right arm, which should be at 5 different heights) is this possible with open reality / kaydara? if so, what are the functions i would have to look into? thanks! 2009-11-09T12:51:40+01:00 Where are the UV Coordinates? http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/where-are-the-uv-coordinates/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/where-are-the-uv-coordinates/page-last/#When:19:44:57Z I'm parsing an FBMesh - using the FBGeometry API to get vertex and vertex detail values out of the mesh inside of the ORSDK in Motion Builder 7.5.2b However, even though the mesh itself does have a material + texture attached, the UV coords I get from VertexUVGet are always 0. There's *defintely* a texture on this mesh but I have no idea where the UV Coords actually are if they aren't in the VertexUVGet call (I mean, that's where I'd expect to get them?). The texture is set to UV coordinate mode, although thats really post the geometry values since that's at a shader level rather than a UV specification level. The UVMapping mode is set to UVMappingModeSurface, which, while explaining why I'm not getting per vertex UV's, doesn't explain where they actually are. Now I'm suspecting that this has something to do with the FastTessellator, however I can't find any example useage of that in any of the samples, neither can I actually get to use the values in code since I just linkage errors the moment I try and access any of the functions within the FBTessellator class. Awesome. Help? 2009-11-05T19:44:57+01:00 How to assign bitmap to FBButton http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-assign-bitmap-to-fbbutton/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-assign-bitmap-to-fbbutton/page-last/#When:02:18:21Z Hi, Is somebody knew how to assign bitmap texture to FBButton(kFBBitmap2States)? Or is it possible to use texture for layout? Thanks, HATTORI00 2009-10-26T02:18:21+01:00 FCurve Window Ghost Buttons in ORSDK or Python http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fcurve-window-ghost-buttons-in-orsdk-or-python/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fcurve-window-ghost-buttons-in-orsdk-or-python/page-last/#When:13:07:32Z Hi, As the title asks.... Is it possible to access the Ghost Keep, Swap, Clear buttons in the FCurve editor through OR or python? Thanks for any help. Andy 2009-10-22T13:07:32+01:00 How would you improve the documentation? http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-would-you-improve-the-documentation/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-would-you-improve-the-documentation/page-last/#When:22:28:16Z Hello, I'm working on the MotionBuilder SDK documentation here at Autodesk, and I'm looking for feedback from you regarding ideas for improvements. Would you like to see in the Open Reality docs: * tutorials, starting with "hello world" to advanced topics? * are the code samples useful? do we need more, and if so what? * "cookbook" or "howto" style content? * "big picture" descriptions of how the classes fit together? * more content in the reference guide, and in any particular areas? * anything else, other comments? It'd be great if you could let me know which of the above would be most useful. You could rate them from 1 to 5 where 1 = critical 5 = low priority Please reply to me onlist or just send me a message. Thanks for any feedback! John Cornellier SDK Documentation MotionBuilder, Autodesk PS: This is cross-posted to the MotionBuilder Python forum. 2009-10-16T22:28:16+01:00