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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?
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When browsing the ASCII fbx of the scene, it appears the data is written out, but not read in.
Is this a bug?
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I think I had similar problems...easy solution is to use FBPhysicalProperty as a base class. Will store/retrieve correctly. To make it appear in different place in Browser you will have to create own FBRegisterPhysicalProperties and modify FBRegisterObject( ClassName##R1,"Browsing/Templates/Physical Properties” ...). Only place which you will not be able to change is Navigator - it will display under Physical Properties.
Hope this helps
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Thanks for the reply, unfortunately FBPhysicalProperty isn’t present in my version (7.5 ext2). Another complication is that I use the ORSDK for UI and as a launcher for python scripts which do most of the work (we have a lot xml and text parsing in our pipeline). The objects I wish to store the data on are created in python - they could be created in the ORSDK but that would undermine the paradigm a little.
Seems like I might just have to settle for FBModel, I really wish I could avoid polluting the navigator though.
Shouldn’t FBUserObject just work though?
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I don’t remember exactly what my problem was with FBUserObject storing. Bad is that I don’t have 7.5 to test.
Maybe we need to try different: what kind of data you want to store and when it’s used?
BTW.There is a trick to hide components in navigator, but it’s not exposed fully in python (I talk about FBObjectFlag - in ORSDK you can set kFBFlagBrowsable off).
Cheers
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I have decided to go along with nulls for the moment. Simply because I realised I also needed some points of reference in my scene and parents for a series of cameras. I can reuse the nulls for that purpose. Interesting point about the browsable flag however.
I can think of a lot of uses for user objects, so it’s unfortunate they don’t load in correctly.
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