Using C++ with MotionBuilder
The project settings in the samples *.vcproj contain the required configuration options for Visual Studio development.
How to set up Visual Studio
- Create a new project. Select a DLL project template.
- Add any sample project to the newly created workspace.
- Open the project settings for the workspace.
- Configure the new project to correspond exactly to the sample project settings.
- Delete the sample project from the workspace.
C++ plugins are made by compiling code into Dynamically Linked Libraries (DLLs) which
you put in [MotionBuilder]\bin\plugins from where they are detected and loaded at
startup.
You can also define additional custom plugin paths via Settings > Preferences > SDK.
You could define network directories, for example, enabling a group of users to share
a centralized repository of plugins on a file server.
- Choose a Unique Name: you must declare a library using the library declaration macro
FBLibraryDeclare(LibName). LibName must be unique because this macro is used to identify the class to be created
when loading an FBX file, and because it declares global symbols. Since this unique
name should not interfere with other third-party developers, we suggest that you prefix
(or suffix) it with your company name or other unique identifier. For example: FBLibraryDeclare(CustomLibraryName);
- Registering Classes: certain plugin types require classes to be registered in the
MotionBuilder registry (devices, tools, constraints, and so on.) These classes must
be registered in the library declaration (FBLibraryDeclare), which includes the following:
Code samples are in [MotionBuilder]\OpenRealitySDK\samples. In each sub-directory there are detailed descriptions of each plug-in, indluding
how to test them.