The Area http://area.autodesk.com/forum/ The Area en Copyright 2010 2010-03-19T05:06:49+01:00 How to get the right direction of FBX files which exported from 3DSMax http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-get-the-right-direction-of-fbx-files-which-exported-from-3dsmax/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-get-the-right-direction-of-fbx-files-which-exported-from-3dsmax/page-last/#When:09:14:48Z Hi, Everybody: Do you have notice that, when we create a skeleton in 3DSMax and export FBX files using different UP parameters, the "Y-UP" and "Z-UP".(please ref SkeletonIn3DSMax.bmp) Then we open those two FBX files in MB, the orientation of this two skeletons are different, like one skeleton stand up, the other is lay down.(please ref YupSkeletonInMB.bmp & ZupSkeletonInMB.bmp) I try to get the right orientation of the two skeleton: [code]fbModelSkeletonHandle->GetMatrix( fbRotationMatrix, kModelRotation, false ) fbModelSkeletonHandle->GetVector( fbTranslationVector, kModelTranslation, false ) fbModelSkeletonHandle->GetVector( fbScalingVector, kModelScaling, false ) [/code] BUT I found that the rotation of root skeleton bone are the same, so I want to ask, is there some properties to show the right directions of skeleton. I want to know why the direction is different. Thanks. 2010-03-18T09:14:48+01:00 How to run .pyc files from motionbuilder7.5 Extension-2 http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-run-pyc-files-from-motionbuilder75-extension-2/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-run-pyc-files-from-motionbuilder75-extension-2/page-last/#When:11:44:30Z HI All, I developed one Python Script.I kept my .py files in <MotionBuilder75>binconfigScripts.py files. I executed the scripts. It is working fine. But Instead of .py files i copyied .pyc files.Now i am executing .pyc files but It is not executing.Can any body tell how to execute .pyc files and what enviroment variable to set for MotionBuilder to run .pyc files. Thanks BABUA & NagaRaju. 2010-03-17T11:44:30+01:00 How to Add Scripts to MotionBuilder Menu as MenuItems. http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-add-scripts-to-motionbuilder-menu-as-menuitems/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/how-to-add-scripts-to-motionbuilder-menu-as-menuitems/page-last/#When:04:16:35Z I wrote some scripts in MB.Now I want to add my scripts to the MotionBuilder Menu as menuItems. If any one knows,plz Reply me. Regards, Babu & Nagaraju. 2010-03-17T04:16:35+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:02:10:42Z 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? 2010-03-13T02:10:42+01:00 FBStoryClip Constructor http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbstoryclip-constructor/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbstoryclip-constructor/page-last/#When:21:31:30Z Hi, I'm trying to get this working but it seems like the FBStoryClip constructor is not working... [code] FBStory fbStory; FBStoryTrackType fbSTType = FBStoryTrackType(kFBStoryTrackCharacter) char ccSceneName[MAX_PATH]; sprintf(ccSceneName, "%s", strSceneName.c_str()) //Create a StoryTrack and Put the animation in it FBPropertyStoryFolder pStory = fbStory.RootFolder; FBStoryTrack pTrack = FBStoryTrack(fbSTType, pStory) pTrack.Label = "Animation"; pTrack.CharacterIndex = 0; FBTime pTime = FBTime(0,0,0,0,0) FBStoryClip pClip = FBStoryClip(ccSceneName, pTrack, pTime) [/code] When building everything else is fine but I get this error: [quote] error C2665: 'ORSDK90::FBStoryClip::FBStoryClip' : none of the 3 overloads could convert all the argument types error C2512: 'ORSDK90::FBStoryClip' : no appropriate default constructor available [/quote] When I go to the definition it seems fine. I see the 2 constructors but fail to actually use it. Anyone know what to do with this? Thanks 2010-03-02T21:31:30+01:00 the dataglove plugin-in development http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/the-dataglove-plugin-in-development/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/the-dataglove-plugin-in-development/page-last/#When:02:55:56Z Hi Now I am developing the plugin-in of motionbuilder for my data gloves. But I am confusee that there are no examples for dataglove( examples only for input-device). I wonder that should I create my owned data structure or use the "glovechannel" provided by motionbuilder sdk. I wonder why the data structure "glovechannel" does not obtain the HFBModelTemplate to form the hand structure? Could somebody send me a copy source of plugin-in about the dataglove? email: mipeng86 at gmail.com Thanks! 2010-03-02T02:55:56+01:00 FBUserObject not saving http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbuserobject-not-saving/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/fbuserobject-not-saving/page-last/#When:02:04:41Z Hi, I am storing internal data for a plugin via the FBUserObject class. I can create and use the objects fine, except when I reload a saved scene the user objects don't reappear in the scene - they appear to be missing. I don't want to handle the read/writing of my data as our files will pass through teams whom don't have access to our tools or plugins; I assume saving by external teams will strip any custom data from the file if my plugin isn't present to write it out. I was hoping that the FBUserObject would save itself and its properties just like any other node. But it doesn't appear to do so. Am I barking up the wrong tree? 2010-03-02T02:04:41+01:00 Constraint with delay http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/constraint-with-delay/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/constraint-with-delay/page-last/#When:07:00:06Z Hello, I'm new in OR SDK. I want to make a position constraint with delay. You make a connection between two elements, and when you move the source object there is a delay of moving target object, lets say 5s. I've tried to play with function AnimationNodeNotify and FBEvaluateInfo but it seems not ot work at all. Any suggestions? 2010-02-25T07:00:06+01:00 Problems with FBStoryClip constructor http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/problems-with-fbstoryclip-constructor/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/problems-with-fbstoryclip-constructor/page-last/#When:19:46:37Z Working on a tool to create storytracks and clips and set certain offsets to them. however, it seems that even though my clip's constructor is finished, the Fbx-file assigned to the new clip isn't finish loading. so when i set the offset i want, it assigns it to the clip but when the fbx is finished loading, it just adds its on value on top of it. so if i want 10 , 0 , - 5. and the Fbx offset has 25, 0 , 10 i end up with a offset of: 35, 0, 5 Anyone with some insights? this is kind of what im doing at the moment [CODE] pCurrentClip = new FBStoryClip(lClipPath, pCurrentTrack, lTimeStart) FBVector3d lTrans(ltx,lty,ltz) pCurrentClip->Translation = lTrans; [/CODE] So lClipPath is the location of a fbxfile i want to load into a track(pCurrentTrack) and it should start at time lTimeStart. 2010-02-24T19:46:37+01:00 Shutting down a FBTool directly after it's been created http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/shutting-down-a-fbtool-directly-after-its-been-created/page-last/ http://area.autodesk.com/forum/autodesk-motionbuilder/open-reality/shutting-down-a-fbtool-directly-after-its-been-created/page-last/#When:08:56:19Z I want the UI thats created when you create a FBTool to be deleted/shutdown after it's been created. this is because i want to call for another UI written in Python. Ive tried calling the destructor in the OnIdle event, but then Motion builder crashes. could anyone share their ideas about this please? thanks! 2010-02-24T08:56:19+01:00