14. Plugins

NOTE:

This section is under construction. The translator has very little knowledge of programming, and so there may be some strange wording, format, or outright inaccuracies. Please be patient as it is corrected.

*There is a sample plugin named "SampleCommandPlugin" inside of the "Plugin" folder. Please use it as a reference when creating plugins.

14.1 Required software and environment

Software

Microsoft Visual C# 2010 Express or compatible software

Environment

Windows XP or later

NET Framework 2.0

DirectX 9.0c Runtime 2010 Feb or later(SDK not required)

14.2 Instructions on plugin creation using Microsoft Visual C# 2010 Express

1. Create a new project from the "class library" template.

2. Inside of project properties, change the target framework to ".NET Framework 2.0".

3. Add the following assembly references:

- DxMath (Comes with MikuMikuMoving)

- MikuMikuPlugin (Comes with MikuMikuMoving)

- System.Drawing

- System.Windows.Forms

Delete any other unnecessary assemblies and add assembles as needed.

4. Create a new class which contains the MikuMikuPlugin.ICommandPlugin interface.

Describe the necessary properties and methods.

5. Place the DLL file produced from the build inside of MikuMikuMoving's Plugin\Command folder.

14.3 Plugin types

At present, only command plugins can be created.

Command plugins

-------------------------------------------------------------

A command plugin is defined as a plugin activated when the user presses a button.

At the moment, it is possible to manipulate bone and morph keyframe values.

By implementing the MikuMikuPlugin.ICommandPlugin interface described below,

it can act as a command plugin.

In order to access MikuMikuMoving's interior data, use the MikuMikuPlugin.ICommandAPI object described below.

Rules of command plugins