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.
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)
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.
At present, only command plugins can be created.
Command plugins
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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.