Fbx Review For Mac

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Fbx Review For Mac Rating: 10,0/10 3438 reviews

Rank History shows how popular FBX Review is in the Mac app store, and how that’s changed over time. You can track the performance of FBX Review of every. There are separate distributions of FBX SDK for Linux, Mac OS, and Windows. The structure of the FBX SDK distribution directory is, however, identical on all these platforms. See Directory structure. For each platform, there is more than one version of library file for FBX SDK.

Installing and Configuring >

There are separate distributions of FBX SDK for Linux, Mac OS, and Windows.

The structure of the FBX SDK distribution directory is, however, identical on all these platforms. See Directory structure.

For each platform, there is more than one version of library file for FBX SDK. See Runtime libraries available in different flavors.

To download and install FBX SDK, follow the instructions for your development platform, either Linux, Mac OS, or Windows.

Directory structure

The structure of the FBX SDK distribution directory (<yourFBXSDKpath>) is identical on all platforms:

DirectoryDescription
<yourFBXSDKpath>The root of the FBX distribution directory. Contains a readme file, the license text, and the uninstaller.
<yourFBXSDKpath>doc

Contains:

  • FBX_SDK_Programmers_Guide_2011_2.pdf
  • A directory containing FBX SDK Help
  • FBX_SDK_Help.html

To start FBX SDK Help, open FBX_SDK_Help.html.

<yourFBXSDKpath>examplesSample programs, each in its own subfolder. Contains platform-specific project files, makefiles, etc.
<yourFBXSDKpath>includeHeader files for FBX SDK.
<yourFBXSDKpath>libLibrary runtimes for FBX SDK.

Runtime libraries available in different flavors

The library runtime files (located in the <yourFBXSDKpath>lib subdirectory of your FBX SDK distribution) are different for each platform (Linux, Mac OS, and Windows).

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Library runtimes for Windows

You can link your application to a runtime library for Windows which is:

  • For Visual Studio 2008 or 2005.
  • For projects that build statically linked libraries (/MT compiler option) or dynamically linked libraries (/MD).
  • For libraries in debug mode or release mode.
  • For 32-bit processors or 64-bit processors.
Library file nameDescription
fbxsdk_mt2008.libStatic, 32-bit, release, VS 2008
fbxsdk_mt2008d.libStatic, 32-bit, debug, VS 2008
fbxsdk_md2008.libDynamic, 32-bit, release, VS 2008
fbxsdk_md2008d.libDynamic, 32-bit, debug, VS 2008
fbxsdk_mt2008_amd64.libStatic, 64-bit, release, VS 2008
fbxsdk_mt2008_amd64d.libStatic, 64-bit, debug, VS 2008
fbxsdk_md2008_amd64.libDynamic, 64-bit, release, VS 2008
fbxsdk_md2008_amd64d.libDynamic, 64-bit, debug, VS 2008
fbxsdk_md2005_amd64.libDynamic, 64-bit, release, VS 2005
fbxsdk_md2005.libDynamic, 32-bit, release, VS 2005
fbxsdk_mt2005.libStatic, 32-bit, release, VS 2005
fbxsdk_mt2005_amd64.libStatic, 64-bit, release, VS 2005
fbxsdk_md2005_amd64d.libDynamic, 64-bit, debug, VS 2005
fbxsdk_md2005d.libDynamic, 32-bit, debug, VS 2005
fbxsdk_mt2005d.libStatic, 32-bit, debug, VS 2005
fbxsdk_mt2005_amd64d.libStatic, 64-bit, debug, VS 2005

Notes:

  • All of these library runtimes are static libraries.
  • These libraries can all be linked to Microsoft’s multithreaded C libraries. FBX SDK code, however, is not guaranteed to be thread-safe.
  • Libraries for 64-bit processors are named *_amd64.lib. These libraries run on Intel and AMD 64-bit processors.

Library runtimes for Mac OS

Here are the names of the library runtimes for Mac OS:

Library file nameDescription
libfbxsdk_gcc4_ub.aUniversal Binary: gcc 4.0 compiler, release, Intel 32-bit (i386) and Intel 64-bit (x86_64)
libfbxsdk_gcc4_ubd.aUniversal Binary: gcc 4.0 compiler, debug, Intel 32-bit (i386) and Intel 64-bit (x86_64) architectures
NoteAll of these library runtimes are static libraries.

Library runtimes for Linux

Here are the names of the library runtimes for Linux:

Library file nameDescription
libfbxsdk_gcc4.agcc 4.0 compiler, release, 32-bit
libfbxsdk_gcc4d.agcc 4.0 compiler, debug, 32-bit
libfbxsdk_gcc4_x64.agcc 4.0 compiler, release, 64-bit
libfbxsdk_gcc4_x64d.agcc 4.0 compiler, debug, 64-bit
NoteAll of these library runtimes are static libraries.

Windows

Downloading and installing FBX SDK

To download and install FBX SDK on your Windows computer:

  1. Go to http://www.autodesk.com/fbx.
  2. Navigate to the Downloads page, and follow any instructions.
  3. Find the version of FBX SDK 2011.2 for Windows.
  4. Download the distribution file for Windows to your computer. The distribution file is a Setup program, i.e., an executable.
  5. Execute the Setup program, and follow the instructions.
  6. The Setup program will let you specify a destination folder. Specify a folder which is new or empty. We will call this as <yourFBXSDKpath>, your distribution directory for FBX SDK.
  7. Read <yourFBXSDKpath>readme.txt. This Readme file contains detailed information about changes in FBX SDK since the previous version, as well as any last-minute documentation.

Notes:

  • The Setup program does not modify the Windows Registry or the Windows Start menu.
  • You can have more than one version of FBX SDK installed on your computer, providing you install each version in a separate folder.

Uninstalling FBX SDK

To remove FBX SDK from your computer:

  1. Run <yourFBXSDKpath>uninstall.exe.

Configuring Visual Studio

The instructions in this section are based on Visual Studio 2005. Except where noted, there are no significant differences for Visual Studio 2008.

NoteTo build and run the sample programs for FBX SDK, see Building and running the sample programs. For general information, see Sample programs.

To create a new Visual Studio solution that uses FBX SDK:

  1. Start Visual Studio.
  2. To create a new project, choose New > Project from the File menu:
  3. In Project Types, choose Visual C++ > Win32.
  4. Continue as usual, then click Finish. Your new project and solution will appear.
  5. To open the Property Manager tab, choose Property Manager from the View Manager:
  6. In the Property Manager, right-click on the project, and choose Properties:
  7. In the property tree on the left of the Property Pages dialog box, choose Configuration Properties > C/C++ > General.
  8. In the properties sheet on the right of that same dialog box, choose Additional Include Directories. The Additional Include Directories dialog box will open (as shown before the previous step).
  9. In the list box at the top of the Additional Include Directories dialog box, click the top blank line until you see a control to browse for directories.
  10. Use this control to add the full path for the <yourFBXSDKpath>include directory. By default, the path is: C:Program_FilesAutodeskFBXFbxSdk2011.2includefbxfilessdk
  11. In the tree on the left of the dialog box, choose Code Generation. In the property sheet on the right, choose Runtime Library:
  12. Use the drop-down list box to choose the type of run-time library that your project will be generating. The list correspond to Visual C++ compiler options: /MD, /MDd, /MT, /MTd, etc. Not all compiler options are available for all versions of Visual Studio (see Library runtimes for Windows).
  13. In the Property Pages dialog box, choose Linker > General:
  14. Go to Configuration Properties -> Linker:
  15. Click Additional Library Dependencies, then use the browse control to enter the full path for the <yourFBXSDKpath>lib folder of the FBX SDK distribution. By default, the full path is: C:Program_FilesAutodeskFBXFbxSdk2011.2lib
  16. Click Input on the left, then choose Additional Dependencies on the right. Use the Additional Dependencies dialog box to add the appropriate FBX SDK library. For a table describing the available FBX SDK library files, see Library runtimes for Windows.
  17. If in the previous step, you selected an FBX SDK library that is either for creating /MTd or /MDd runtimes, then you must do the following:

    Click Input on the left, then choose Ignore Specific Library on the right. In the Ignore Specific Library dialog box, enter LIBMCT.

  18. Click Input on the left. In the Additional Dependencies field on the right, enter wininet.lib.

Macintosh OS

Downloading and installing FBX SDK

To download and install FBX SDK on your Macintosh computer:

  1. Go to http://www.autodesk.com/fbx.
  2. Navigate to the Downloads page, and follow any instructions.
  3. Find the distribution file of FBX SDK 2011.2 for Mac OS.
  4. Download the distribution file to your computer. The distribution file is a compressed Installer program (*.pkg.tgz).
  5. Uncompress the Installer.
  6. Execute the Installer, and follow the instructions.
  7. The Installer program will let you specify a destination directory. Specify a directory which is new or empty. We call this <yourFBXSDKpath>, your distribution directory for FBX SDK.
  8. Read <yourFBXSDKpath>readme.txt. This Readme file contains detailed information about changes in FBX SDK since the previous version, as well as any last-minute documentation.

Use sample makefiles as a guide

You will find sample programs in <yourFBXSDKpath>examples (see Sample programs). Each sample program contains a makefile. Use one of these makefiles as a model for your own project.

Linux

Downloading and installing FBX SDK

To download and install FBX SDK on your Linux computer:

  1. Go to http://www.autodesk.com/fbx.
  2. Navigate to the Downloads page, and follow any instructions.
  3. Find the distribution file of FBX SDK 2011.2 for Linux.
  4. Download the distribution file to your computer. The distribution file is a compressed tar file (.tar.gz).
  5. Extract the contents of the file to a new directory that we call <yourFBXSDKpath>, your distribution directory for FBX SDK.
  6. Follow the instructions in <yourFBXSDKpath>Install_FbxFileSdk.txt.
  7. Read <yourFBXSDKpath>/readme.txt. This Readme file contains detailed information about changes in FBX SDK since the previous version, as well as any last-minute documentation.

Use sample makefiles as a guide

You will find sample programs in <yourFBXSDKpath>examples (see Sample programs). Each sample program contains a makefile. Use one of these makefiles as a model for your own project.