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fragMOTION 1.2.2 Released!
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Author Topic: fragMOTION v1.1.6 Released  (Read 1592 times)
fragmo
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fragMOTION v1.1.6 Released
« on: January 04, 2012, 09:29:23 AM »

CHANGE LOG:

version 1.1.6
-added function to generate C++ code to handle events
-the fragMOTION SDK is now included in the fragMOTION installation file
-removed debugging code from the FBX exporter that created .txt files for each bone in the C:\ directory
-fixed bug where panes disappear when moved
-fixed rendering bug with percent values

http://www.fragmosoft.com/fragMOTION/fragmotion_116.zip

If you exported an fbx file from v1.1.5 there will be a bunch of txt files in the c:\ folder that you'll probably want to delete.  Also after running v1.1.5 for the first time if you moved a window pane that pane would disappear, this release will fix that issue.  And for anyone still interested in developing plugins in C++ this release replaces the crusty old SDK without requiring ATL or MFC.  For plugins other than importers/exporters you define your tools or functions in the Customize User Interface dialog and then use the Tools/Generate C++ Code dialog to implement the event handlers.  The generated code has been tested with Microsoft Visual C++ 2010 Express (free version).

dave
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ucm
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Re: fragMOTION v1.1.6 Released
« Reply #1 on: January 04, 2012, 09:40:13 PM »

 Grin  YOU RULE MAN!!   Grin
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ucm
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Re: fragMOTION v1.1.6 Released
« Reply #2 on: January 04, 2012, 09:41:35 PM »

Also; is there a wiki or documentation on using the C++ SDK <- I have been studying Native C++ in recent weeks and pretty soon will be at a point i'd like to see what I can do  Cheesy
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fragmo
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Re: fragMOTION v1.1.6 Released
« Reply #3 on: January 04, 2012, 10:27:07 PM »

There's no documentation yet, but there are template projects for model and texture importer/exporters in the fragMOTION/SDK/Samples folder.  In order to create a new tool just create a class that inherits from the Tool class and use the new dialog to implement the methods and customevents.  To create a new menu/toolbar function create a command under the Scripts folder and use the new dialog to implement the 'run' method.
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ucm
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Re: fragMOTION v1.1.6 Released
« Reply #4 on: January 04, 2012, 10:34:18 PM »

How would I go about making something like in this:  http://www.fragmosoft.com/forum/index.php?topic=875.0

I image i'd have to setup an event to listen for mouse clicks and when a vertex is clicked to then store that vertexId as the "first vertex" and then do the same thing for the "second vertex"

then perform some VectorMath to get the current vector.length between the two verts

then have a X Y Z fields filled with the current vector length values and let the user modify them then click an Invoke Button which would write the new X Y Z values to the "second selected vert"

or is there an easier way?  Smiley
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ucm
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Re: fragMOTION v1.1.6 Released
« Reply #5 on: January 04, 2012, 10:38:00 PM »

Quote
To create a new menu/toolbar function create a command under the Scripts folder and use the new dialog to implement the 'run' method.

Would i be able to save the new tool say under the "Mesh" tool window?

hmmm come to think of it maybe i should create my own tool window to house all the custom scripts as to keep things neat...



? -> My big question is how to save all my presets and scripts when upgradeing from say 1.1.3 to 1.1.6 ?
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fragmo
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Re: fragMOTION v1.1.6 Released
« Reply #6 on: January 05, 2012, 09:17:02 AM »

Quote
How would I go about making something like in this:  http://www.fragmosoft.com/forum/index.php?topic=875.0

I would create a tool for this.  Tools have methods that will be called in response to mouse events in the 3d view.  Add some code to select an edge rather than 2 verts.  There's no current way to select an edge but that wouldn't be extraordinarily hard to do,  just loop through the faces, then loop through the edges of each face and determine if the mouse is near it.  You'd of course need to implement the render method to draw the selected edge (a thick line would do that).  x,y,z,length properties could be added to your tool class.  you could set then when an edge is selected to show the current values or only use them to change the selection, however you want to do it.

when you have your tool implemented, don't forget to create an instance of it under schema/tools in the customize ui dialog, and add it to a category in the tool pane.

Quote
Would i be able to save the new tool say under the "Mesh" tool window?

there's a button in the tool pane that allows you to add/remove tools and categories,  so yes

Quote
? -> My big question is how to save all my presets and scripts when upgradeing from say 1.1.3 to 1.1.6 ?

first, copy the ui.xml file in 1.1.3 and paste it into a new folder somewhere so you won't lose your work if my instructions are bad.  you'll be able to copy it back into the 1.1.3 folder later if I mess something up.

customize ui/file/export user interface objects  -> ok -> save the file
then in 1.1.6 customize ui/file/import user interface objects and select the file you exported

If you haven't added anything to 1.1.6 yet, a shortcut to do this is to copy the ui.xml file from 1.1.3 to 1.1.6

hopefully that won't mess up the menu/tool ordering, but if it does then reset the ui in 1.1.6 and only export the ui objects from 1.1.3 that you added and import that file instead
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ucm
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Re: fragMOTION v1.1.6 Released
« Reply #7 on: January 05, 2012, 11:44:52 AM »

Super awesome! Thanks Fragmo!  Cheesy
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xenoargh
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Re: fragMOTION v1.1.6 Released
« Reply #8 on: February 02, 2012, 07:29:16 PM »

Thanks so much for getting FBX exports working, this is a godsend for those of us working with Unity!
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