User Tools

Site Tools


visual3d:documentation:pipeline:plugins:plugins_overview

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
visual3d:documentation:pipeline:plugins:plugins_overview [2024/06/17 18:22] – created sgrangervisual3d:documentation:pipeline:plugins:plugins_overview [2024/07/17 15:46] (current) – created sgranger
Line 1: Line 1:
 +====== Plugins Overview ======
  
- +=== Plugins Overview ===
- +
- +
-==== Plugins Overview ====+
  
 Visual3D has a modest scripting language that allows automated processing of data. Using scripts, custom data processing (that is not available through the graphical user interface) has been implemented for selected customers. Visual3D has a modest scripting language that allows automated processing of data. Using scripts, custom data processing (that is not available through the graphical user interface) has been implemented for selected customers.
Line 11: Line 9:
 In many cases, however, custom plugins have been written by C-Motion for specific customers. If you are eligible to download a plugin, you will find it on your downloads page on our Website. In many cases, however, custom plugins have been written by C-Motion for specific customers. If you are eligible to download a plugin, you will find it on your downloads page on our Website.
  
-=== Finding the plugin in the Pipeline Command Tree ===+== Finding the plugin in the Pipeline Command Tree ==
  
 The Visual3D properties contains the Folder path for the plugins. Check to see that the Plugin Folder is pointed to the folder on disk containing your plugins. The Visual3D properties contains the Folder path for the plugins. Check to see that the Plugin Folder is pointed to the folder on disk containing your plugins.
  
-==== Compute 3pt Angle ====+=== Compute 3pt Angle ===
  
 Compute an angle when 3 markers are in space, assuming that one of the markers is the vertex of the angle. In the following example 1 marker is attached to the Shank, 1 marker is attached at the knee, and 1 marker is attached to the thigh; presumably all markers are placed laterally on the leg. Compute an angle when 3 markers are in space, assuming that one of the markers is the vertex of the angle. In the following example 1 marker is attached to the Shank, 1 marker is attached at the knee, and 1 marker is attached to the thigh; presumably all markers are placed laterally on the leg.
Line 32: Line 30:
 If the dialog has not been bypassed, the following will appear revealing the options for the command. If the dialog has not been bypassed, the following will appear revealing the options for the command.
  
-[[3ptAngleDialog.gif]]+{{:3ptAngleDialog.gif}}
  
   - The angle can be projected onto one of the three principal planes or can be left in 3D space.   - The angle can be projected onto one of the three principal planes or can be left in 3D space.
Line 38: Line 36:
   - The angle can use either a right hand or left hand convention   - The angle can use either a right hand or left hand convention
  
-==== Compute 4pt Angle ====+=== Compute 4pt Angle ===
  
 Compute an angle when 2 markers are attached to one segment and 2 markers are attached to another segment. In the following example 2 markers are attached to the Shank and 2 markers are attached to the thigh; presumably all markers are placed laterally on the leg. Compute an angle when 2 markers are attached to one segment and 2 markers are attached to another segment. In the following example 2 markers are attached to the Shank and 2 markers are attached to the thigh; presumably all markers are placed laterally on the leg.
Line 55: Line 53:
 If the dialog has not been bypassed, the following will appear revealing the options for the command. If the dialog has not been bypassed, the following will appear revealing the options for the command.
  
-[[4ptAngleDialog.gif]]+{{:4ptAngleDialog.gif}}
  
   - The angle can be projected onto one of the three principal planes or can be left in 3D space.   - The angle can be projected onto one of the three principal planes or can be left in 3D space.
Line 61: Line 59:
   - The angle can use either a right hand or left hand convention   - The angle can use either a right hand or left hand convention
  
-==== Plugin Average Selected Signals ====+=== Plugin Average Selected Signals ===
  
 This is a plugin used to demonstrate the construction of plug-ins to Visual3D; plugins need to be downloaded separately. Visual3D plugin that finds the average of the selected signal. It will process X, Y, and Z components. Script Parameter Description and Values: This is a plugin used to demonstrate the construction of plug-ins to Visual3D; plugins need to be downloaded separately. Visual3D plugin that finds the average of the selected signal. It will process X, Y, and Z components. Script Parameter Description and Values:
Line 80: Line 78:
 **/PLUGIN_RESULT_SIGNAL_TYPE**=DERIVED **/PLUGIN_RESULT_SIGNAL_TYPE**=DERIVED
 **;** **;**
- 
- 
  
  
visual3d/documentation/pipeline/plugins/plugins_overview.1718648541.txt.gz · Last modified: 2024/06/17 18:22 by sgranger