diff --git a/DEV/1.86 Docs/HDK API.pdf b/DEV/1.86 Docs/HDK API.pdf
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+version https://git-lfs.github.com/spec/v1
+oid sha256:ecbac9c614d86c33b56ffdd6e5ea8a8493a380b05e7580da188e80f6b06f6525
+size 310408
diff --git a/DEV/1.86 Docs/HDK API_djvu.txt b/DEV/1.86 Docs/HDK API_djvu.txt
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+1. HDK API Reference .3
+
+1.1 HdkApi.Core.Collections .3
+
+1.1.1 HdkApi.Core.Collections.HdkDictionary .3
+
+1.2 HdkApi.Core.Communication .5
+
+1.2.1 HdkApi.Core.Communication.Target .6
+
+1.2.2 HdkApi.Core.Communication.TargetException .9
+
+1.2.3 HdkApi.Core.Communication.TargetManager.9
+
+1.2.4 HdkApi.Core.Communication.TargetResult. 12
+
+1.3 HdkApi.Core.Debug . 12
+
+1.3.1 HdkApi.Core. Debug. Logger . 13
+
+1.4 HdkApi.Core.Maths . 14
+
+1.4.1 HdkApi.Core.Maths.Converters . 14
+
+1.4.2 HdkApi.Core.Maths.Vector3 . 15
+
+1.5 HdkApi.Core.Utilities . 16
+
+1.5.1 HdkApi.Core.Utilities.PathUtilities . 17
+
+1.6 HdkApi.Data.AgeRating . 17
+
+1.6.1 HdkApi.Data.AgeRating.AgeRatingltem . 18
+
+1.7 HdkApi.Data.Collect .24
+
+1.7.1 HdkApi.Data.Collect.Collect .24
+
+1.8 HdkApi.Data.Object .25
+
+1.8.1 HdkApi.Data.Object.ComponentTypes .26
+
+1.8.2 HdkApi.Data.Object.HomeObject .27
+
+1.8.3 HdkApi.Data.Object.Localisationltem .30
+
+1.8.4 HdkApi.Data.Object.ObjectComponent .30
+
+1.8.5 HdkApi.Data.Object.ObjectManager .33
+
+1.8.6 HdkApi.Data.Object.ObjectResource .35
+
+1.8.7 HdkApi.Data.Object.TerritoryTypes .36
+
+1.8.8 HdkApi.Data.Object.Uuid .37
+
+1.9 HdkApi.Data.Object.Components .38
+
+1.9.1 HdkApi.Data.Object.Components.ClothingComponent .39
+
+1.9.2 HdkApi.Data.Object.Components.FurnitureComponent .40
+
+1.9.3 HdkApi.Data.Object.Components.GameLaunchComponent .41
+
+1.9.4 HdkApi.Data.Object.Components.HeaderComponent .42
+
+1.10 HdkApi.Data.Packager .45
+
+1.10.1 HdkApi.Data.Packager.Packager .45
+
+1.11 HdkApi.Data.Reporting .45
+
+1.11.1 HdkApi.Data.Reporting.MessageType .46
+
+1.12 HdkApi.Data.Scene .46
+
+1.12.1 HdkApi. Data.Scene.GameObject .47
+
+1.12.2 HdkApi.Data.Scene.GameObjectFolder .48
+
+1.12.3 HdkApi.Data.Scene.GameObjectTypes .49
+
+1.12.4 HdkApi.Data.Scene.HomeScene .50
+
+1.12.5 HdkApi.Data.Scene.SceneConverter .51
+
+1.12.6 HdkApi.Data.Scene.SceneTypes .52
+
+1.13 HdkApi.Data.Scene.GameObjects .53
+
+1.13.1 HdkApi.Data.Scene.GameObjects.GameObjectGroup .53
+
+1.14 HdkApi.Data.Validator .54
+
+1.14.1 HdkApi.Data. Validator. Validator .55
+
+1.15 HdkApi.ObjectEditor .55
+
+1.15.1 HdkApi.ObjectEditor.ObjectEditor .55
+
+1.16 HdkApi.ObjectEditor.Userlnterface .57
+
+1.16.1 HdkApi.ObjectEditor.Userlnterface.Menu .58
+
+1.16.2 HdkApi.ObjectEditor.Userlnterface.Menultem .59
+
+1.16.3 HdkApi.ObjectEditor.Userlnterface.MenuManager .61
+
+1.17 HdkApi.RepertoireEditor .62
+
+1.17.1 HdkApi.RepertoireEditor.Action .65
+
+1.17.2 HdkApi.RepertoireEditor.Behaviour.66
+
+1.17.3 HdkApi.RepertoireEditor.BooleanRegister .69
+
+1.17.4 HdkApi.RepertoireEditor.EaseCurve .69
+
+1.17.5 HdkApi.RepertoireEditor.EaseCurveType .70
+
+1.17.6 HdkApi.RepertoireEditor.IntegerRegister .71
+
+1.17.7 HdkApi.RepertoireEditor.Locomotion .71
+
+1.17.8 HdkApi.RepertoireEditor.LocomotionState .72
+
+1.17.9 HdkApi.RepertoireEditor.NumberRegister.73
+
+1.17.10 HdkApi.RepertoireEditor.Repertoire .73
+
+1.17.11 HdkApi.RepertoireEditor.RepertoireEditor.75
+
+1.17.12 HdkApi.RepertoireEditor.RepertoireEvent .77
+
+1.17.13 HdkApi.RepertoireEditor.RepertoireRegister.78
+
+1.17.14 HdkApi.RepertoireEditor.RepertoireTargetRig .78
+
+1.17.15 HdkApi.RepertoireEditor.State .78
+
+1.17.16 HdkApi.RepertoireEditor.StringRegister .79
+
+1.17.17 HdkApi.RepertoireEditor.Transition .80
+
+1.18 HdkApi.RepertoireEditor.Animation .81
+
+1.18.1 HdkApi.RepertoireEditor.Animation.BlendNode .82
+
+1.18.2 HdkApi.RepertoireEditor.Animation.BlendTree .83
+
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+1.18.3 HdkApi.RepertoireEditor.Animation.BlendTreeAnimation .84
+
+1.18.4 HdkApi.RepertoireEditor.Animation.SkeletalAnimation .84
+
+1.19 HdkApi.RepertoireEditor.Conditions .85
+
+1.19.1 HdkApi.RepertoireEditor.Conditions.And .86
+
+1.19.2 HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour .87
+
+1.19.3 HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge .88
+
+1.19.4 HdkApi.RepertoireEditor.Conditions.CompareNetworkAge .88
+
+1.19.5 HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour .89
+
+1.19.6 HdkApi.RepertoireEditor.Conditions.ComparePreviousState .89
+
+1.19.7 HdkApi.RepertoireEditor.Conditions.CompareRegister.90
+
+1.19.8 HdkApi.RepertoireEditor.Conditions.CompareStateAge .90
+
+1.19.9 HdkApi.RepertoireEditor.Conditions.ComparisonType .91
+
+1.19.10 HdkApi.RepertoireEditor.Conditions.Condition .91
+
+1.19.11 HdkApi.RepertoireEditor.Conditions.Or .92
+
+1.19.12 HdkApi.RepertoireEditor.Conditions.RandomValue .93
+
+1.20 HdkApi.RepertoireEditor.Emotes .93
+
+1.20.1 HdkApi.RepertoireEditor.Emotes.ActionEmote .94
+
+1.20.2 HdkApi.RepertoireEditor.Emotes.BehaviourEmote .95
+
+1.20.3 HdkApi.RepertoireEditor.Emotes.EmoteContext .97
+
+1.20.4 HdkApi.RepertoireEditor.Emotes.EmoteGroup .98
+
+1.20.5 HdkApi.RepertoireEditor.Emotes.GlobalEmotes . 100
+
+1.20.6 HdkApi.RepertoireEditor.Emotes.RegionalEmotes . 101
+
+1.21 HdkApi.RepertoireEditor.Outputs . 103
+
+1.21.1 HdkApi.RepertoireEditor.Outputs.ClearRegister . 104
+
+1.21.2 HdkApi.RepertoireEditor.Outputs.Output . 105
+
+1.21.3 HdkApi.RepertoireEditor.Outputs.OutputType . 106
+
+1.21.4 HdkApi.RepertoireEditor.Outputs.SetNextBehaviour . 107
+
+1.21.5 HdkApi.RepertoireEditor.Outputs.SetRegister . 108
+
+1.21.6 HdkApi.RepertoireEditor.Outputs.SpawnAction . 109
+
+1.21.7 HdkApi.RepertoireEditor.Outputs.TriggerEvent. 110
+
+1.22 HdkApi.RepertoireEditor.Userlnterface . Ill
+
+1.22.1 HdkApi.RepertoireEditor.Userlnterface.Menu . 112
+
+1.22.2 HdkApi.RepertoireEditor.Userlnterface.Menultem . 114
+
+1.22.3 HdkApi.RepertoireEditor.Userlnterface.MenuManager . 117
+
+1.23 HdkApi.SceneEditor . 119
+
+1.23.1 HdkApi.SceneEditor.SceneEditor . 119
+
+1.24 HdkApi.SceneEditor.Camera . 122
+
+1.24.1 HdkApi.SceneEditor.Camera.Camera . 122
+
+1.24.2 HdkApi.SceneEditor.Camera.CameraManager. 123
+
+1.24.3 HdkApi.SceneEditor.Camera.SceneCamera. 124
+
+1.25 HdkApi.SceneEditor.Selection . 125
+
+1.25.1 HdkApi.SceneEditor.Selection.SelectionManager. 125
+
+1.26 HdkApi.SceneEditor.Userlnterface . 126
+
+1.26.1 HdkApi.SceneEditor.Userlnterface.Menu . 127
+
+1.26.2 HdkApi.SceneEditor.Userlnterface.Menultem . 128
+
+1.26.3 HdkApi.SceneEditor.Userlnterface.MenuManager . 130
+
+1.27 HdkApi.SceneEditor.Utilities . 131
+
+1.27.1 HdkApi.SceneEditor.Utilities.SynchronizationObject . 132
+
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+
+HDK API Reference
+
+
+HDK API is the full HDK scripting cookbook which allows you to add extra functionality to your tools using IronPython.
+Collapse all
+
+Expand all Collapse all
+
+
+HdkApi.Core.Collections
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+HdkDictionary
+
+HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.
+Home.Core.Scripting
+
+
+HdkApi.Core.Collections.HdkDictionary
+
+HdkDictionary
+
+HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary.
+
+Namespace: HdkApi.Core.Collections
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+HdkDictionary()
+
+HdkDictionary( resizable, dictionary)
+
+HdkDictionary( equalityComparer)
+
+HdkDictionary( size)
+
+HdkDictionary( resizable, dictionary, equalityComparer)
+
+HdkDictionary( size, equalityComparer)
+
+Methods
+
+Add( key, value)
+
+System.Boolean ContainsKey( key )
+
+System.Boolean Remove( key )
+
+
+
+
+
+
+
+
+
+System.Boolean TryGetValue( key, value )
+
+Add( item )
+
+Clear()
+
+System.Boolean Contains( item )
+
+CopyTo( array, array Index )
+
+System.Boolean Remove( item )
+
+System.Collections.Generic.IEnumerator[System.Collections.Generic.KeyValuePair[T1 ,T2]] GetEnumerator()
+
+Properties
+
+Keys
+
+Values
+
+[key]
+
+Count
+
+IsReadOnly
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The HdkDictionary class must be imported from Collections before it is used
+from HdkApi.Core.Collections import HdkDictionary
+
+class HdkDictionaryExample():
+def _init_(self) :
+
+# Create a new HdkDictionary mapping int to string
+dictionary = HdkDictionary[int, str] ()
+
+# Add some new entries into the dictionary
+dictionary.Add(1, "red")
+
+dictionary.Add(2, "two")
+
+# Edit the value of an entry
+dictionary[1] = "one"
+
+# Entries can also be added by trying to edit a key which does not yet exist
+dictionary[3] = "three"
+
+dictionary[4] = "four"
+
+# Check that the dictionary contains a specific key
+if dictionary.ContainsKey(1):
+
+# Get the value associated with that key
+print dictionary[1]
+
+# Remove the entry with the key '1'
+dictionary.Remove(1)
+
+# Iterate through all the keys in the dictionary
+for key in dictionary.Keys:
+
+# Get each value
+print dictionary[key]
+
+
+HdkApi.Core.Communication
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Target
+
+Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of
+messages.
+
+Home.Core.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+TargetException
+
+
+Exception which provides a Result Code for a failed communications operation
+
+Home.Core.Scripting
+
+TargetManager
+
+TargetManager is used to manage and connect to PS3 targets
+
+Home.Core.Scripting
+
+TargetResult
+
+Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode
+Home.Core.Scripting
+
+HdkApi.Core.Communication.Target
+
+Target
+
+Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of
+messages.
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Methods
+
+Connect()
+
+ConnectAsync( connectCompleted)
+
+Disconnect)
+
+Send( command )
+
+RegisterChannelOutput( channel)
+
+UnregisterChannelOutput( channel)
+
+Properties
+
+Name
+
+Ip
+
+Port
+
+Status
+
+IsConnected
+
+Events
+
+ReceivedResponse
+
+OnConnectionStatusChanged
+
+
+
+
+
+
+
+
+Delegates
+
+Response
+
+ConnectCompleted
+
+ConnectionStatus
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of connecting to a target
+class TargetManagerExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+
+# Initialize automatically connects to the first Target it finds which already has a
+'connected' status
+
+# If there are no targets with a 'connected' status the TargetManager API will remain
+disconnected
+
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target
+
+# This function blocks until the connect is completed
+TargetManager.ConnectToDefault ()
+
+except TargetException, e:
+
+# Catch any exceptions thrown by the connect
+
+print "TargetManagerExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+# Example of asynchronously connecting to a target
+class TargetManagerAsyncExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target asynchronously
+
+# The ConnectCallback function will be called when the connect has completed
+TargetManager.ConnectToDefaultAsync(ConnectCallback)
+
+except TargetException, e:
+
+# Catch any exceptions thrown before the asynchronous connect begins
+
+
+
+
+
+
+# Any exceptions thrown will cause the connect to be aborted so the ConnectCallback
+will never be called
+
+print "TargetManagerAsyncExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+else:
+
+# If the target is already connected proceed with sending the commands
+self.SendCommands()
+
+def SendCommands(self):
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+def ConnectCallback(self, target, result):
+
+
+
+
+# Example of a callback function triggered by a completed asynchronous connect
+if result == TargetResult.SUCCEEDED:
+self.SendCommands()
+
+
+HdkApi.Core.Communication.TargetException
+
+TargetException
+
+
+Exception which provides a Result Code for a failed communications operation
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Properties
+
+ResultCode
+
+Message
+
+HdkApi.Core.Communication.TargetManager
+
+TargetManager
+
+
+TargetManager is used to manage and connect to PS3 targets
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+
+Remarks
+
+
+Before attempting to connect to a target TargetManager must be initialised by calling TargetManager.lnitialize()
+
+If multiple targets are connected to through the SN Target Manager, only the first connected target will be connected to in the HdkApi
+TargetManager
+
+TargetManager only supports connecting and communicating with one target at a time
+
+
+Methods
+
+TargetManager.lnitialize()
+
+System.Collections.Generic.Dictionary[System.String,HdkApi.Core.Communication.Target] TargetManager.ListTargets])
+TargetManager.DisplayTargetsForm] connectCompleted )
+
+TargetManager.ConnectToDefault])
+
+TargetManager.ConnectToDefaultAsync] connectCompleted)
+
+
+Properties
+
+ConnectedTarget
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+
+
+
+
+
+
+
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of connecting to a target
+class TargetManagerExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+
+# Initialize automatically connects to the first Target it finds which already has a
+'connected' status
+
+# If there are no targets with a 'connected' status the TargetManager API will remain
+disconnected
+
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target
+
+# This function blocks until the connect is completed
+TargetManager.ConnectToDefault ()
+
+except TargetException, e:
+
+# Catch any exceptions thrown by the connect
+
+print "TargetManagerExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+# Send a lua command activating the editor camera in the client
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()"
+
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+# Example of asynchronously connecting to a target
+class TargetManagerAsyncExample():
+
+def _init_(self) :
+
+# Before using the TargetManager API you must call Initialize
+TargetManager.Initialize()
+
+# Check whether the TargetManager is connected to a target
+if TargetManager.ConnectedTarget == None:
+
+try:
+
+# Connect to the first available target asynchronously
+
+# The ConnectCallback function will be called when the connect has completed
+TargetManager.ConnectToDefaultAsync(ConnectCallback)
+
+except TargetException, e:
+
+# Catch any exceptions thrown before the asynchronous connect begins
+
+# Any exceptions thrown will cause the connect to be aborted so the ConnectCallback
+will never be called
+
+print "TargetManagerAsyncExample failed to connect to default target:
+
+{0}".format(e.ResultCode)
+
+return
+
+else:
+
+# If the target is already connected proceed with sending the commands
+self.SendCommands()
+
+def SendCommands(self) :
+
+# Send a command enabling rendering of sound volumes in the client
+exampleCmd = "enableAudioRender3d 1"
+
+TargetManager.ConnectedTarget.Send(exampleCmd)
+
+
+# Send a lua command activating the editor camera in the client
+
+
+
+
+
+exampleLuaCmd = "lc Editor.ActivateEditorCamera()
+TargetManager.ConnectedTarget.Send(exampleLuaCmd)
+
+
+def ConnectCallback(self, target, result):
+
+
+
+
+# Example of a callback function triggered by a completed asynchronous connect
+if result == TargetResult.SUCCEEDED:
+self.SendCommands()
+
+
+HdkApi.Core.Communication.TargetResult
+
+TargetResult
+
+
+Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode
+
+Namespace: HdkApi.Core.Communication
+Assembly: Home.Core.Scripting.dll
+
+Fields
+
+SUCCEEDED
+
+TM_FAILED_TO_START
+
+TARGET_COMMS_ERROR
+
+TARGETJNJJSE
+
+TM_NO_TARGETS
+
+TARGET_NOT_FOUND
+
+TARGET_NOT_CONNECTED
+
+TM_NOT_INITIALIZED
+
+FAILED
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Communication classes
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult
+
+# Example of using Target Result
+class TargetResultExample() :
+
+def _init_(self) :
+
+try:
+
+TargetManager.Initialise()
+except TargetException, e:
+
+# Print the Target Result for the exception
+print e.ResultCode
+
+# Check for a specific Target Result
+
+if e.ResultCode == TargetResult.TM_FAILED_TO_START:
+print "Target Manager failed to start"
+
+# Run some fallback code
+
+
+
+
+
+
+
+
+
+
+HdkApi.Core.Debug
+
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Logger
+
+Provides simple file logging functionality, allowing output from a program to be written to a log file.
+Home.Core.Scripting
+
+
+HdkApi.Core.Debug. Logger
+
+Logger
+
+Provides simple file logging functionality, allowing output from a program to be written to a log file.
+
+Namespace: HdkApi.Core.Debug
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+Logger( logFilePath)
+
+Methods
+
+ClearLog()
+
+Loglnfo( info )
+
+LogWarning( warning )
+
+LogError( error)
+
+Log Fatal (fatal)
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The Logger class must be imported from Debug before it is used
+from HdkApi.Core.Debug import Logger
+
+class LoggerExample():
+def _init_(self) :
+
+# Create a new logger which writes to the file C:/MyLog.txt
+logger = Logger("C:/MyLog.txt")
+
+# Write an information message to the log
+logger.Loglnfo("Example started")
+
+# Write a warning message to the log
+logger.LogWarning("Example warning")
+
+# Write an error message to the log
+logger.LogError(("Example error"))
+
+try:
+
+raise Exception("Example fatal error")
+except Exception as e:
+
+# Write a fatal error message to the log
+logger.LogFatal(str(e))
+
+
+HdkApi.Core.Maths
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Converters
+
+Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.
+Home.Core.Scripting
+
+Vector3
+
+A simple vector structure containing 3 float components.
+
+Home.Core.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+HdkApi.Core.Maths.Converters
+
+
+Converters
+
+Provides helper functions for performing various mathematical conversions such as converting radian values to degrees.
+
+Namespace: HdkApi.Core.Maths
+Assembly: Home.Core.Scripting.dll
+
+Methods
+
+System.Double Converters.RadToDeg( radians )
+
+System.Double Converters.DegToRad( degrees )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The Converters class must be imported from Maths before it is used
+from HdkApi.Core.Maths import Converters
+
+class ConvertersExample():
+def _init_(self) :
+
+anglelnDegrees = 180
+
+# Convert our angle in degrees to radians
+anglelnRadians = Converters.DegToRad(anglelnDegrees)
+print anglelnRadians
+
+# Convert our angle in radians to degrees
+anglelnDegrees = Converters.RadToDeg(anglelnRadians)
+print anglelnDegrees
+
+
+HdkApi.Core.Maths.Vector3
+
+Vector3
+
+A simple vector structure containing 3 float components.
+
+Namespace: HdkApi.Core.Maths
+Assembly: Home.Core.Scripting.dll
+
+Constructors
+
+Vector3( x, y, z )
+
+Methods
+
+System.String ToString( format, formatProvider)
+
+
+Properties
+
+
+
+
+
+
+
+X
+
+
+Y
+
+Z
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Vector3 class from Maths
+from HdkApi.Core.Maths import Vector3
+
+class Vector3Example():
+def _init_(self) :
+
+# Example of creating Vector3 objects
+vecA = Vector3(1.0, 1.0, 1.0)
+
+vecB = Vector3(1.0, 1.0, 1.0)
+
+# Various arithmetic operations can be performed on the Vector3 objects
+vecC = vecA + vecB
+
+vecD = vecA - vecB
+vecE = vecA * vecB
+vecF = vecA * 5
+vecG = vecA / vecB
+vecH = vecA / 2
+
+# Comparison operations can also be performed
+if vecA == vecB:
+
+print "Vectors are equal"
+
+if vecA != vecB:
+
+print "Vectors are not equal"
+
+# The X, Y and Z components of a Vector3 can be accessed through properties
+print vecC.X
+
+print vecC.Y
+print vecC.Z
+
+
+HdkApi.Core.Utilities
+
+Summary
+
+
+Type
+
+
+Description
+
+
+Assembly
+
+
+Pathlltilities
+
+
+Pathlltilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files
+relative from your project or HDK install.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home.Core.Scripting
+
+
+HdkApi.Core.Utilities.PathUtilities
+
+PathUtilities
+
+
+PathUtilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files
+relative from your project or HDK install.
+
+Namespace: HdkApi.Core.Utilities
+Assembly: Home.Core.Scripting.dll
+
+Properties
+
+ProjectPath
+
+HdklnstallRoot
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# The PathUtilities class must be imported from Utilities before it is used
+from HdkApi.Core.Utilities import PathUtilities
+
+class PathUtilitiesExample():
+def _init_(self) :
+
+# Get the current project path
+projectPath = PathUtilities.ProjectPath
+
+textFilePath = System.10.Path.Combine(projectPath, "myFile.txt")
+print(textFilePath)
+
+# Get the current hdk install root
+hdklnstallRoot = PathUtilities.HdklnstallRoot
+
+iconPath = System.10.Path.Combine(hdklnstallRoot, "dev/scripts/SceneEditor/icons/myFile.png")
+print(iconPath)
+
+
+HdkApi. Data. AgeRating
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+
+
+
+
+
+
+
+
+
+
+AgeRatingltem
+
+
+Provides information about an age rating item
+
+
+Home.Data.Scripting
+
+
+HdkApi. Data. AgeRating. AgeRatingltem
+
+AgeRatingltem
+
+
+Provides information about an age rating item
+
+Namespace: HdkApi.Data.AgeRating
+Assembly: Home.Data.Scripting.dll
+
+Additional Information
+
+
+Country
+
+Code
+
+Region
+
+Rating System
+
+United States
+
+US
+
+SCEA
+
+ESRB
+
+Canada
+
+CA
+
+SCEA
+
+ESRB
+
+United Kingdom
+
+GB
+
+SCEE
+
+PEGI BBFC
+
+Ireland
+
+IE
+
+SCEE
+
+PEGI
+
+Belgium
+
+BE
+
+SCEE
+
+PEGI
+
+Luxembourg
+
+LU
+
+SCEE
+
+PEGI
+
+Netherlands
+
+NL
+
+SCEE
+
+PEGI
+
+France
+
+FR
+
+SCEE
+
+PEGI
+
+Germany
+
+DE
+
+SCEE
+
+USK
+
+Austria
+
+AT
+
+SCEE
+
+PEGI
+
+Switzerland
+
+CH
+
+SCEE
+
+PEGI
+
+Italy
+
+IT
+
+SCEE
+
+PEGI
+
+Portugal
+
+PT
+
+SCEE
+
+PEGI
+
+Denmark
+
+DK
+
+SCEE
+
+PEGI
+
+Finland
+
+FI
+
+SCEE
+
+PEGI
+
+Norway
+
+NO
+
+SCEE
+
+PEGI
+
+Sweden
+
+SE
+
+SCEE
+
+PEGI
+
+Australia
+
+AU
+
+SCEE
+
+ACB
+
+New Zealand
+
+NZ
+
+SCEE
+
+OFLCNZACB
+
+Spain
+
+ES
+
+SCEE
+
+PEGI
+
+Russia
+
+RU
+
+SCEE
+
+PEGI
+
+UAE
+
+AE
+
+SCEE
+
+PEGI
+
+South Africa
+
+ZA
+
+SCEE
+
+PEGI
+
+Czech Republic
+
+CZ
+
+SCEE
+
+PEGI
+
+Saudi Arabia
+
+SA
+
+SCEE
+
+PEGI
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Poland
+
+PL
+
+SCEE
+
+PEGI
+
+Greece
+
+GR
+
+SCEE
+
+PEGI
+
+Hong Kong
+
+HK
+
+SCEAsia
+
+
+Taiwan
+
+TW
+
+SCEAsia
+
+CGSRR
+
+Singapore
+
+SG
+
+SCEAsia
+
+
+Malaysia
+
+MY
+
+SCEAsia
+
+
+Thailand
+
+TH
+
+SCEAsia
+
+
+Indonesia
+
+ID
+
+SCEAsia
+
+
+Korea
+
+KR
+
+SCEK
+
+GRB
+
+Japan
+
+JP
+
+SCEJ
+
+SCEJ
+
+
+Rating System
+
+Rating Code
+
+Description
+
+Descriptor
+
+ESRB
+
+EC
+
+Early Childhood
+
+Alcohol Reference
+
+
+E
+
+Everyone
+
+Animated Blood
+
+
+E10+
+
+Everyone 10+
+
+Blood
+
+
+T
+
+Teen
+
+Blood and Gore
+
+
+M
+
+Mature
+
+Cartoon Violence
+
+
+AO
+
+Adults Only
+
+Comic Mischief
+
+
+RP
+
+Rating Pending
+
+Crude Humour
+
+Drug Reference
+
+Edutainment
+
+Fantasy Violence
+
+Informational
+
+Intense Violence
+
+Language
+
+Lyrics
+
+Mature Humour
+
+Mild Blood
+
+Mild Cartoon Violence
+
+Mild Fantasy Violence
+
+Mild Language
+
+Mild Lyrics
+
+Mild Violence
+
+Mild Suggestive Themes
+
+Nudity
+
+Partial Nudity
+
+Real Gambling
+
+Sexual Themes
+
+Sexual Violence
+
+Simulated Gambling
+
+Some Assistance May Be Needed
+
+Strong Language
+
+Strong Lyrics
+
+Strong Sexual Content
+
+Suggestive Themes
+
+Tobacco References
+
+Use of Alcohol
+
+Use of Drugs
+
+Use of Tobacco
+
+Violence
+
+Online Interactions Not Rated by the ESRB
+
+Visit www.esrb.org for rating information.
+
+May contain content inappropriate for children.
+
+PEGI
+
+OK
+
+PEGI OK
+
+Bad Language
+
+
+3+
+
+PEGI3+
+
+Discrimination
+
+
+4+
+
+PEGI4+
+
+Drugs
+
+
+6+
+
+PEGI6+
+
+Fear
+
+
+7+
+
+PEGI 7+
+
+Sexual Content
+
+
+12+
+
+PEGI12+
+
+Violence
+
+
+16+
+
+PEGI16+
+
+Gambling
+
+
+18+
+
+PEGI18+
+
+Online
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+BBFC
+
+Uc
+
+U
+
+PG
+
+12A
+
+15
+
+18
+
+R18
+
+Universal Children
+Universal
+
+Parental Guidance
+
+12 Advisory
+
+15
+
+18
+
+Restricted 18
+
+
+USK
+
+0
+
+0
+
+
+
+6
+
+6
+
+
+
+12
+
+12
+
+
+
+16
+
+16
+
+
+
+18
+
+18
+
+
+ACB
+
+CTC
+
+Check The Classification
+
+Blood and Gore
+
+
+G
+
+
+Content May Change When Played Online
+
+
+PG
+
+General
+
+Crude Humor
+
+
+M
+
+ParentalGuidance
+
+Dangerous Stunts
+
+
+MAI 5+
+
+Mature
+
+Mild Battle Violence
+
+
+
+Mature Restricted
+
+Mild Coarse Language
+
+
+Mild Drug References
+Mild Fantasy Violence
+Mild Gambling References
+Mild Florror Theme
+Mild Nudity
+
+Mild Science Fiction Violence
+Mild Sex Scene
+Mild Sex Scenes
+Mild Sexual Reference
+Mild Sexual References
+Mild Themes
+Mild Violence
+Moderate Battle Violence
+Moderate Coarse Language
+Moderate Drug References
+Moderate Drug Use
+Moderate Fantasy Violence
+Moderate Florror Themes
+Moderate Florror Violence
+Moderate Nudity
+
+Moderate Science Fiction Violence
+Moderate Sex Scene
+Moderate Sex Scenes
+Moderate Sexual Reference
+Moderate Sexual References
+Moderate Themes
+Moderate Violence
+Scary Scenes
+Strong Battle Violence
+Strong Coarse Language
+Strong Drug References
+Strong Drug Use
+Strong Fantasy Violence
+Strong Graphic Violence
+Strong Horror Themes
+Strong Horror Violence
+Strong Nudity
+
+Strong Science Fiction Violence
+Strong Sex Scene
+Strong Sex Scenes
+Strong Sexual Reference
+Strong Sexual References
+Strong Sexual Violence
+Strong Themes
+Strong Violence
+
+
+
+
+
+General Adult Themes
+
+ParentalGuidance Anti-Social Behaviour
+
+Mature Battle Violence
+
+Restricted 13 Brutal Violence
+
+Restricted 15 Content That May Disturb
+
+Restricted 16 Content That May Offend
+
+Restricted 18 Could Have a Negative Effect on Children
+
+Restricted Cruelty
+
+Depicts Graphic And Realistic War Scenes
+
+Disturbing Content
+
+Drug Use
+
+Explicit Language
+
+Explicit Sex Scenes
+
+Extra Material May Offend or Disturb
+
+Graphic Animal Cruelty
+
+Graphic Violence
+
+Horror Scenes
+
+Irresponsible Behaviour Associated With Alcohol
+Nudity
+
+Offensive Language
+
+Other Content That May Offend
+
+Realistic Horror
+
+Sadistic Cruelty
+
+Sadistic Violence
+
+Sex Scenes
+
+Sexual Abuse
+
+Sexual Abuse Themes
+
+Sexual Coercion
+
+Sexual Content That May Offend
+
+Sexual Material
+
+Sexual References
+
+Sexual Themes
+
+Sexual Violence
+
+Strong Offensive Language
+
+Suicide
+
+Torture
+
+Use of Menstrual Blood
+Violence
+
+
+GRB
+
+ALL
+
+12
+
+15
+
+18
+
+ALL
+
+12
+
+15
+
+18
+
+Violence
+
+Sexual
+
+Horror
+
+Language
+
+Drug
+
+Crime
+
+Gamble
+
+SCEJ
+
+B
+
+12+
+
+Love
+
+
+C
+
+15+
+
+Sexual Content
+
+
+D
+
+17+
+
+Violence
+
+
+Z
+
+18+
+
+Horror
+
+
+Gambling
+
+Crime
+
+Use of alcohol or tobacco
+Use of drugs
+Language
+
+CGSRR All Ages All Ages
+
+6 and above 6 and above
+12 and above 12 and above
+18 and above
+
+18 and above
+
+
+Methods
+
+HdkApi.Data.AgeRating.AgeRatingltem AgeRatingltem.Create( rating )
+
+Properties
+
+
+OFLCNZ G
+
+PG
+M
+
+R13
+
+R15
+
+R16
+
+R18
+
+R
+
+
+Rating
+
+
+
+
+MinimumAge
+
+ParentalControlLevel
+
+ContentDescriptors
+
+AdditionalData
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the AgeRatingltem class
+
+from HdkApi.Data.AgeRating import AgeRatingltem
+
+class AgeRatingsExample():
+def _init_(self) :
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = None
+
+try:
+
+# First load the object whose age rating data we wish to edit
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+except Exception, e:
+
+print "Failed to load object '{0}': {1}".format(uuid, e)
+return
+
+if not loadedObject:
+
+print "Object '{0}’ was not found".format(uuid)
+return
+
+# An object's age ratings are accessed through its header component
+header = loadedObject.Components[ComponentTypes.Header]
+
+# The age ratings are returned as a HdkDictionary keyed by the country which each rating
+belongs to
+
+for ageRating in header.AgeRatings:
+
+print "{0} - {1}".format(ageRating.Key, ageRating.Value.Rating)
+
+# To create a new age rating use the AgeRatingltem.Create method
+
+# This method takes in a string containing the rating system and rating
+pegiltem = AgeRatingltem.Create ("PEGI__12 + ")
+
+# To set the Parental Control Level use the ParentalControlLevel property
+pegiltem.ParentalControlLevel = 8
+
+# To set the Minimum Age use the MinimumAge property
+pegiltem.MinimumAge = 12
+
+# To set a particular content descriptor use the ContentDescriptors property
+
+# This property returns a HdkDictionary of descriptors to booleans
+
+# By default all descriptors are set to False
+pegiltem.ContentDescriptors["Violence"] = True
+
+# Once the age rating has been setup it can be assigned to a country
+
+# If the country does not support the age rating's rating system an exception is thrown
+
+
+
+
+
+
+header.AgeRatings["GB"] = pegiltem
+
+
+# The same age rating can be assigned to multiple countries
+header.AgeRatings["FR"] = pegiltem
+
+# An age rating can also be assigned to all countries which use a particular rating system
+header.AgeRatings["ALL-PEGI"] = pegiltem
+
+# To remove an age rating use the Remove method of the HdkDictionary
+header.AgeRatings.Remove("ALL-PEGI")
+
+
+
+
+# To write the changed age ratings to disc use the HomeObject Save method
+loadedObject.Save()
+
+
+HdkApi.Data.Collect
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Collect
+
+A utility class used to collect dependencies of objects or scenes.
+Home.Data.Scripting
+
+
+HdkApi.Data.Collect.Collect
+
+Collect
+
+A utility class used to collect dependencies of objects or scenes.
+
+Namespace: HdkApi.Data.Collect
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Stringj] Collect.DependenciesForObject( obj)
+
+System.Stringj] Collect.DependenciesForObjects( objs )
+
+System.Stringj] Collect.DependenciesForScene( scene )
+System.Stringj] Collect.DependenciesForScenes( scenes )
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+from HdkApi.Data.Object import ObjectManager
+from HdkApi.Data.Collect import Collect
+import zipfile
+
+
+class CollectExample():
+
+def _init_(self) :
+
+components = ["network"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+dependentFiles = Collect.DependenciesForObjects(foundObjects)
+
+f = zipfile.ZipFile('d:\\collect_test.zip', 'w’)
+
+for dependentFile in dependentFiles:
+
+f.write(dependentFile)
+f.close ()
+
+collectExample = CollectExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.Uuid
+
+HdkApi.Data.Object
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ObjectComponent
+
+Provides information about an object component
+
+Home.Data.Scripting
+
+ComponentTypes
+
+Lists all of the object component types
+
+Home.Data.Scripting
+
+HomeObject
+
+Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home.Data.Scripting
+
+Localisationltem
+
+Home.Data.Scripting
+ObjectManager
+
+ObjectManager is used to load objects for viewing and editing
+
+Home.Data.Scripting
+
+ObjectResource
+
+Provides information about a resource on disk which may be associated with an object and used by a component
+
+Home.Data.Scripting
+
+TerritoryTypes
+
+Lists ail of the territory types
+
+Home.Data.Scripting
+
+Uuid
+
+Uuid object used to identify an object. To create a new Uuid use Uuid.Createj)
+
+Home.Data.Scripting
+
+HdkApi.Data.Object.ComponentTypes
+
+ComponentTypes
+
+Lists all of the object component types
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Remarks
+
+Each type is used to look up a specific component in the Components dictionary accessed through an Object's Components property
+
+Constructors
+
+ComponentTypesj)
+
+Fields
+
+
+Active
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ArcadeGame
+
+
+Clothing
+
+EmbeddedObject
+
+Furniture
+
+GameLaunch
+
+Fleader
+
+MiniGame
+
+Portable
+
+Targetable
+
+LuaEnvironment
+
+Entity
+
+Particles
+
+Network
+
+EventTimer
+
+Osd
+
+Pad
+
+Renderer
+
+Screen
+
+Camera
+
+System
+
+GameLaunchProperties
+
+Light
+
+Repertoire
+
+GameSpawner
+
+RealTimeGame
+
+GroupDoor
+
+ResourcePack
+
+MemorySlots
+
+SceneTransition
+
+Associated Types
+
+• FHdkApi. Data. Object. PlomeObject
+
+• FHdkApi. Data. Object. ObjectComponent
+
+HdkApi.Data.Object.HomeObject
+
+HomeObject
+
+Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited.
+Namespace: FHdkApi.Data.Object
+
+
+Assembly: Home.Data.Scripting.dll
+
+
+Methods
+
+System.Boolean Validate( validatorOutput)
+
+System.Boolean Package( validatorOutput, packagerOutput)
+
+Save()
+
+System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetResources()
+System.Collections.Generic.ListjHdkApi.Data.Object.ObjectResource] GetResources( type )
+HdkApi.Data.Object.ObjectResource AddResource( name, type, filepath )
+
+RemoveResourcef resource)
+
+System.Collections.Generic. ListjHdkApi. Data.Object.Localisation Item] GetLocalisationltemsj)
+HdkApi.Data.Object.Localisationltem GetLocalisationltemj key)
+
+HdkApi.Data.Object.Localisationltem AddLocalisationltem( reference )
+RemoveLocalisationltemj item)
+
+Properties
+
+Uuid
+
+Name
+
+Components
+
+Entitlementld
+
+Categoryld
+
+Productld
+
+Dependencies
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+
+
+
+
+
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.ObjectManager
+
+• HdkApi. Data. Object. ObjectComponent
+
+HdkApi.Data.Object.Localisationltem
+
+Localisationltem
+
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean HasLanguage( language )
+
+System.String GetPhrase( language )
+
+SetPhrase( language, phrase)
+
+HdkApi.Core.Collections.HdkDictionaryjSystem.String,System.String] GetPhrases])
+
+Properties
+
+Key
+
+SupportedLanguages
+
+Associated Types
+
+• HdkApi. Data.Object.ObjectManager
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.ObjectComponent
+
+ObjectComponent
+
+Provides information about an object component
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Type
+
+
+Example
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+
+
+
+
+
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data. Object. ObjectManager
+
+ObjectManager
+
+ObjectManager is used to load objects for viewing and editing
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.HomeObject ObjectManager.LoadByFilenamef objectFilename )
+
+HdkApi.Data.Object.HomeObject ObjectManager.LoadBylluid( uuidToLoad )
+
+System.Collections.Generic. IEnumerable[HdkApi. Data.Object.Uuid] ObjectManager.SearchByComponents] components )
+System.Collections.Generic.IEnumerable[HdkApi.Data.Object.Uuid] ObjectManager.SearchByResourcef resourcePath )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+
+except Exception, e:
+
+
+
+
+
+
+
+
+
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.ObjectResource
+
+ObjectResource
+
+Provides information about a resource on disk which may be associated with an object and used by a component
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Additional Information
+
+Resource Types:
+
+• "model"
+
+• "texture"
+
+• "particle"
+
+• "file"
+
+• "xml"
+
+• "collision"
+
+• "anim"
+
+• "skeleton”
+
+• "soundbank"
+
+• "soundstream"
+
+• "repertoire"
+
+• "rig_settings"
+
+• "control_rig"
+
+• "emotes”
+
+• "lua"
+
+• "image"
+
+Properties
+
+Path
+
+Type
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, Uuid, ObjectResource
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class HomeObjectResourceExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Add model resource to the object
+resourcePath = PathUtilities.ProjectPath +
+
+'/Build/Furniture/Home_Rug_Sample/Home_Rug_Sample.mdl'
+
+resource = loadedObject.AddResource("test_resource", 'model 1 , resourcePath)
+
+# Print the name of each resource the loadedObject contains
+for objectResource in loadedObject.GetResources():
+
+print objectResource.Name
+
+# Print the name of each model resource the loadedObject contains
+for objectResource in loadedObject.GetResources('model'):
+
+print objectResource.Name
+
+# Remove the resource from the object
+loadedObject.RemoveResource(resource)
+
+except Exception, e:
+
+print "{0}".format(e)
+
+resourceExample = HomeObjectResourceExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.HomeObject
+
+HdkApi.Data.Object.TerritoryTypes
+
+TerritoryTypes
+
+Lists all of the territory types
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Remarks
+
+Each type is used to look up a specific value in the entitlementjd, categoryJd and productjd dictionaries accessed through an Object's
+Entitlementld, Categoryld and Productld properties
+
+
+Fields
+
+
+
+
+
+
+
+
+
+SCEE
+
+
+SCEA
+
+SCEJ
+
+SCEAsia
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the TerritoryTypes class
+from HdkApi.Data.Object import TerritoryTypes
+
+class TerritoryTypes_Example():
+def _init_(self) :
+
+territories = [TerritoryTypes.SCEA,TerritoryTypes.SCEE,TerritoryTypes.SCEJ,TerritoryTypes.SCEAsia]
+for territory in territories:
+print (territory)
+
+tt_example = TerritoryTypes_Example()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.Uuid
+
+Uuid
+
+Uuid object used to identify an object. To create a new Uuid use Uuid.CreateQ
+
+Namespace: HdkApi.Data.Object
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.Uuid Uuid.Create( uuid )
+
+System.Boolean Uuid.IsValidj uuid )
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Uuid class
+from HdkApi.Data.Object import Uuid
+
+class UuidExample():
+
+def _init_(self) :
+
+strHelicopterUuid = "45864836-89475616-84123186-13213216
+isValid = Uuid.IsValid(strHelicopterUuid)
+if isValid:
+
+HelicopterUuid = Uuid.Create(strHelicopterUuid)
+print "Get to the chopper! %s" % strHelicopterUuid
+
+strDinosaurUuid = "DINOSAUR-SARENOTA-UUIDVELO-CIRAPTOR"
+isValid = Uuid.IsValid(strDinosaurUuid)
+if isValid == False:
+print "Dinosaurs are extinct!"
+
+ux = UuidExample()
+
+
+Associated Types
+
+• HdkApi.Data.Object.ObjectManager
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ClothingComponent
+
+Provides information about a clothing component
+
+Home.Data.Scripting
+
+HeaderComponent
+
+Header information for an object, used for indexing and general information.
+Home.Data.Scripting
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+FurnitureComponent
+
+
+Provides information about a furniture component
+
+
+Home. Data. Scripting
+GameLaunchComponent
+
+
+Provides information about a gamejaunch component
+
+
+Home.Data.Scripting
+
+
+HdkApi.Data.Object.Components.ClothingComponent
+
+ClothingComponent
+
+Provides information about a clothing component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+ClothingType
+
+Clothing
+
+Rigs
+
+Type
+
+
+Example
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the ClothingComponent class
+
+from HdkApi.Data.Object.Components import ClothingComponent
+
+class ClothingExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.Clothing):
+
+# Change the category of the clothing item
+
+loadedObject.Components[ComponentTypes.Clothing].Clothing = "Hat
+
+# Change the rig which the clothing item is designed for
+loadedObject.Components[ComponentTypes.Clothing].Rigs =
+
+" 00000000 - 00000000 - 00000010 - 00000000 "
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components.FurnitureComponent
+
+FurnitureComponent
+
+Provides information about a furniture component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Furniture
+
+Type
+
+
+Example
+
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the FurnitureComponent class
+
+from HdkApi.Data.Object.Components import FurnitureComponent
+
+class FurnitureExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+# Change the category of the furniture item
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture =
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Object.Components.GameLaunchComponent
+
+GameLaunchComponent
+
+Provides information about a gamejaunch component
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Communicationid
+
+Titleld
+
+Type
+
+
+"Desk"
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes
+
+# Import the GameLaunchComponent class
+
+from HdkApi.Data.Object.Components import GameLaunchComponent
+
+class GameLaunchExample():
+def _init_(self) :
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+try:
+
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+if loadedObject.Components.ContainsKey(ComponentTypes.GameLaunch):
+
+# Change the communication id
+
+loadedObject.Components[ComponentTypes.GameLaunch].Communicationld = "COMM_ID
+
+# Change the title id
+
+loadedObject.Components[ComponentTypes.GameLaunch].Titleld = "GAME_TITLE"
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi. Data.Object.Components.HeaderComponent
+
+HeaderComponent
+
+Header information for an object, used for indexing and general information.
+
+Namespace: HdkApi.Data.Object.Components
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+Description
+
+Author
+
+ObjectVersion
+
+Publisher
+
+Template
+
+TemplateVersion
+
+AgeRatings
+
+
+
+
+
+
+
+
+
+HelpText
+
+Lpid
+
+Type
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Object classes
+
+from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes,
+TerritoryTypes
+
+# Import the MessageType class as we need this for the object validation and packaging output
+from HdkApi.Data.Reporting import MessageType
+
+# Also import PathUtilities as we use it to get the project path
+from HdkApi.Core.Utilities import PathUtilities
+
+class ObjectManagerExample():
+
+def _init_(self) :
+
+try:
+
+# Load an object by its uuid
+
+uuid = Uuid.Create("00000000-00000000-00000000-00000018")
+loadedObject = ObjectManager.LoadByUuid(uuid)
+
+# Load an object by its object.xml path
+objectPath = PathUtilities.ProjectPath +
+
+"/build/objects/00000000-00000000-00000000-00000018/object.xml"
+
+loadedObject = ObjectManager.LoadByFilename(objectPath)
+
+except Exception, e:
+
+print "Failed to load object {0}: {1}".format(uuid, e)
+
+# Get the Uuids of all objects which contain either a 'furniture' or an 'active' component
+components = ["furniture", "active"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+
+# Get the Uuids of all objects which contain a resource with the path 'resourcePath'
+resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua"
+foundObjects = ObjectManager.SearchByResource(resourcePath)
+
+# Print the entitlement_id for the territory 'SCEA'
+print loadedObject.Entitlementld[TerritoryTypes.SCEA]
+
+# Set the entitlement_id for the territory 'SCEE'
+loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD"
+
+# Print the name of each component which loadedObject contains
+for component in loadedObject.Components.Keys:
+
+print component
+
+# Try to access the furniture component and set the furniture metadata item
+if loadedObject.Components.ContainsKey(ComponentTypes.Furniture):
+
+loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair"
+
+# Validate an object
+
+if loadedObject.Validate(self.Output):
+
+print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid)
+
+
+
+
+
+
+
+# Validate and package an object
+
+# The first passed in callback is triggered for validation output
+
+# The second callback is triggered for packager output
+if loadedObject.Package(self.Output, self.Output):
+
+print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid)
+
+# Example function for handling object validation and packager output
+def Output(self, msg, msgType):
+
+if (msgType == MessageType.INFO):
+print "INFO: {0}\n".format(msg)
+
+elif (msgType == MessageType.WARNING):
+print "WARNING: {0}\n".format(msg)
+
+elif (msgType == MessageType.ERROR):
+print "ERROR: {0}\n".format(msg)
+
+
+elif (msgType == MessageType.FATAL):
+
+
+
+
+print "FATAL: {0}\n".format(msg)
+
+
+objectManagerExample = ObjectManagerExample()
+
+
+Associated Types
+
+• HdkApi. Data. Object. HomeObject
+
+HdkApi.Data.Packager
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Packager
+
+The Packager class is used to package objects and scenes
+Home.Data.Scripting
+
+
+HdkApi. Data.Packager.Packager
+
+Packager
+
+The Packager class is used to package objects and scenes
+
+Namespace: HdkApi.Data.Packager
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean Packager.PackageObjectj uuid, validatorOutput, packagerOutput)
+
+System.Boolean Packager.PackageScene( scenePath, sceneType, validatorOutput, packagerOutput)
+
+HdkApi.Data.Reporting
+
+Summary
+
+Type
+
+Description
+
+
+Assembly
+
+
+
+
+
+
+
+
+
+
+
+
+
+MessageType
+
+
+The types of messages which can be returned through the MessageOutput delegate
+Home.Data.Scripting
+
+HdkApi.Data.Reporting. MessageType
+
+MessageType
+
+The types of messages which can be returned through the MessageOutput delegate
+
+Namespace: HdkApi.Data.Reporting
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+INFO
+
+WARNING
+
+ERROR
+
+FATAL
+
+HdkApi.Data.Scene
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+GameObjectFolder
+
+Provides information about a GameObjectFolder within a Scene
+
+Home.Data.Scripting
+
+GameObject
+
+Provides information about a Game Object within a Scene
+
+Home.Data.Scripting
+
+GameObjectTypes
+
+Lists all of the game object types
+
+Home.Data.Scripting
+
+
+
+
+
+
+
+
+
+
+
+HomeScene
+
+
+Provides information about a scene
+
+Home.Data.Scripting
+
+SceneConverter
+
+Provides functions for converting between scene (.scene) and scene project (.scproj) files.
+
+Home.Data.Scripting
+
+SceneTypes
+
+Lists all of the scene types
+Home.Data.Scripting
+
+HdkApi.Data.Scene.GameObject
+
+GameObject
+
+Provides information about a Game Object within a Scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+Name
+
+Type
+
+Translation
+
+Rotation
+
+Scale
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+• HdkApi. Data. Scene. GameObjectTypes
+
+HdkApi. Data.Scene.GameObjectFolder
+
+GameObjectFolder
+
+Provides information about a GameObjectFolder within a Scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Name
+
+
+GameObjects
+
+Folders
+
+Associated Types
+
+• HdkApi. Data. Scene. FlomeScene
+
+HdkApi.Data.Scene.GameObjectTypes
+
+GameObjectTypes
+
+Lists all of the game object types
+
+Namespace: FldkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+CollisionFile
+
+Entity
+
+EnvironmentMap
+
+EyeEnvironmentMap
+
+ProbeFile
+
+AtmosphereFile
+
+Model
+
+SkinEnvironmentMap
+
+DefaultFurniturePoint
+
+Seat
+
+SeatArea
+
+PicturePlook
+
+SpawnPoint
+
+Script
+
+EmbeddedObject
+
+Screen
+
+ClubBulletinScreen
+
+ScreenLinksFile
+
+ArcadeGame
+
+MiniGame
+
+AmbientSound
+
+SphereEmitter
+
+CubeEmitter
+
+ConeEmitter
+
+
+CylinderEmitter
+
+
+ConePointSound
+
+
+CubePointSound
+
+CylinderPointSound
+
+SpherePointSound
+
+SoundBank
+
+SoundPortal
+
+SoundZone
+
+ChangeEventBoxTrigger
+ChangeEventT rigger
+ParticleEffect
+GameObjectGroup
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+• HdkApi.Data.Scene.GameObject
+
+HdkApi.Data.Scene.HomeScene
+
+HomeScene
+
+Provides information about a scene
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+HdkApi.Data.Scene.GameObjectFolder FindGameObjectFolderByName( name )
+
+HdkApi.Data.Scene.GameObject FindGameObjectByName( name )
+
+System.Collections.Generic.lEnumerablejHdkApi.Data.Scene.GameObject] FindGameObjectsByTypej type )
+System.Boolean Validatej validatorOutput, sceneType )
+
+System.Boolean Packagej validatorOutput, packagerOutput, sceneType )
+
+Save()
+
+Properties
+
+FilePath
+
+AIIGameObjects
+
+GameObjectFolder
+
+Dependencies
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.GameObject
+
+• HdkApi. Data. Scene. GameObjectTypes
+
+HdkApi. Data.Scene.SceneConverter
+
+SceneConverter
+
+Provides functions for converting between scene (.scene) and scene project (.scproj) files.
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+System.String SceneConverter.SceneToProject( sceneToConvert, forceOverwrite )
+System.String SceneConverter.ProjectToScene( projectToConvert, forceOverwrite )
+System.String SceneConverter.GetSceneVersion( sceneToCheck )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneConverter class
+from HdkApi.Data.Scene import SceneConverter
+
+class SceneConverterExample():
+def _init_(self) :
+
+# Convert a scene to a project
+
+scprojFile = SceneConverter.SceneToProject("D:\foo\bar\demo.scene", True)
+
+# Convert a project to a scene
+
+sceneFile = SceneConverter.ProjectToScene("D:\foo\bar\demo.scproj", True)
+
+# Get a scenes version number
+
+version = SceneConverter.GetSceneVersion("D:\foo\bar\demo.scene")
+
+
+HdkApi.Data.Scene.SceneTypes
+
+SceneTypes
+
+Lists all of the scene types
+
+Namespace: HdkApi.Data.Scene
+Assembly: Home.Data.Scripting.dll
+
+Fields
+
+Public
+
+Personal
+
+ClubHouse
+
+Game16
+
+Game32
+
+Game60
+
+PublicNoVideo
+
+Video
+
+PersonalVideo
+
+PersonalNoVideo
+
+
+Associated Types
+
+
+
+
+
+
+
+HdkApi. Data. Scene. HomeScene
+
+
+HdkApi.Data.Scene.GameObjects
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+GameObjectGroup
+
+Provides information about a Game Object Group
+Home.Data.Scripting
+
+
+HdkApi. Data.Scene.GameObjects.GameObjectGroup
+
+GameObjectGroup
+
+Provides information about a Game Object Group
+
+Namespace: HdkApi.Data.Scene.GameObjects
+Assembly: Home.Data.Scripting.dll
+
+Properties
+
+GameObjects
+
+Name
+
+Type
+
+Translation
+
+Rotation
+
+Scale
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.60.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneProject classes
+
+from HdkApi.Data.Scene import HomeScene, GameObject
+
+# Import the SceneEditor class so we can get the current scene project open in the Scene Editor
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the Maths Converters class so we can use the degrees to radians function
+from HdkApi.Core.Maths import Converters
+
+class SceneProjectExample() :
+def _init_(self) :
+
+# Get the scene project which is currently open in the Scene Editor
+openSceneProj = SceneEditor.CurrentScene
+
+# Print the scene project's full file path
+print openSceneProj.FilePath
+
+# Print the name and type of each game object within the scene project
+for gameObject in openSceneProj.AllGameObjects:
+
+print "{0} : {1}".format(gameObject.Name, gameObject.Type)
+
+# Find a game object by its name
+
+spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point")
+if spawnPoint != None:
+
+# Change the translation, rotation and scale of the spawn point
+spawnPoint.Translation = Vector3(20, 0, 0)
+
+spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0)
+spawnPoint.Scale = Vector3(2, 1, 1)
+
+# Find all game objects of the type 'entityType'
+
+entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity)
+
+# Print the name of all entities in the scene project
+for entity in entities:
+
+print entity.Name
+
+
+Associated Types
+
+• HdkApi.Data.Scene.HomeScene
+
+HdkApi.Data. Validator
+
+Summary
+
+
+Type
+
+
+Description
+
+
+Assembly
+
+
+Validator
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Validator class is used to validate objects and scenes
+
+
+Home.Data.Scripting
+
+
+HdkApi.Data.Validator.Validator
+
+Validator
+
+The Validator class is used to validate objects and scenes
+
+Namespace: HdkApi.Data.Validator
+Assembly: Home.Data.Scripting.dll
+
+Methods
+
+System.Boolean Validator.ValidateObject( uuid, validatorOutput)
+
+System.Boolean Validator.ValidateScene( scenePath, sceneType, validatorOutput)
+
+HdkApi.ObjectEditor
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+ObjectEditor
+
+Provides access to core functionality of the Object Editor, such as events for when objects are opened.
+Home. Editors.ObjectEditor.Scripting
+
+
+HdkApi.ObjectEditor.ObjectEditor
+
+ObjectEditor
+
+Provides access to core functionality of the Object Editor, such as events for when objects are opened.
+
+Namespace: HdkApi.ObjectEditor
+
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+Methods
+
+ObjectEditor.OpenObjectBylluid( uuid)
+
+ObjectEditor.CloseEditor()
+
+System.Collections.Generic.IEnumerable[HdkApi.Data.Object.HomeObject] ObjectEditor.GetOpenObjectsf)
+
+
+
+
+
+
+Events
+
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnPackaging
+
+OnPackaged
+
+Delegates
+
+ObjectAction
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the ObjectEditor class
+
+from HdkApi.ObjectEditor import ObjectEditor
+
+# Import the HomeObject class
+
+from HdkApi.Data.Object import HomeObject
+
+class ObjectEditorExample():
+def _init_(self) :
+
+# Hook up to the OnOpened event called when an object is opened in the Object Editor
+ObjectEditor.OnOpened += self.onOpened
+
+# Hook up to the OnSaving event called when an object is about to be saved
+ObjectEditor.OnSaving += self.onSaving
+
+# Hook up to the OnSaved event called when an object has been successfully saved
+ObjectEditor.OnSaved += self.onSaved
+
+# Hook up to the OnPackaging event called when an object is about to be packaged
+ObjectEditor.OnPackaging += self.onPackaging
+
+# Hook up to the OnPackaged event called when an object has been successfully packaged
+ObjectEditor.OnPackaged += self.onPackaged
+
+# Example of a callback function triggered when an object is opened in the Object Editor
+def onOpened(self, object):
+
+print "Opened: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object is about to be saved in the Object
+Editor
+
+def onSaving(self, object):
+
+print "Saving: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object has been successfully saved in the
+Object Editor
+
+def onSaved(self, object):
+
+print "Saved: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object is about to be packaged in the Object
+Editor
+
+def onPackaging(self, object):
+
+print "Packaging: {0}".format(object.FilePath)
+
+# Example of a callback function triggered when an object has been successfully packaged in the
+Object Editor
+
+def onPackaged(self, object):
+
+print "Packaged: {0}".format(object.FilePath)
+
+
+Associated Types
+
+• HdkApi.Data.Object.HomeObject
+
+
+HdkApi.ObjectEditor.Userlnterface
+
+
+Summary
+
+
+
+
+
+
+
+
+
+
+Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Home. Editors.ObjectEditor.Scripting
+
+Menultem
+
+Menultem represents an item within a Menu in the Object Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Home. Editors.ObjectEditor.Scripting
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Object Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors.ObjectEditor.Scripting
+
+HdkApi.ObjectEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+Methods
+
+AddMenultemj menultem )
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+• HdkApi.ObjectEditor.Userlnterface.Menultem
+
+HdkApi.ObjectEditor.Userlnterface.Menultem
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Object Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+Properties
+
+DisplayText
+
+Description
+
+Icon Path
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+• HdkApi.ObjectEditor.Userlnterface.Menu
+
+HdkApi.ObjectEditor.Userlnterface.MenuManager
+
+MenuManager
+
+
+MenuManager is used to add new menus and menu items to the Object Editor UI, to add a new menu call CreateMenu,
+call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function
+
+
+to add a new
+
+
+Namespace: HdkApi.ObjectEditor.Userlnterface
+Assembly: Home.Editors.ObjectEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.GetMenu( name )
+
+HdkApi.ObjectEditor.Userlnterface.Menultem MenuManager.CreateMenultemj displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.55.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self):
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi. ObjectEditor.Userlnterface. Menu
+
+• HdkApi.ObjectEditor.Userlnterface.Menu Item
+
+
+HdkApi.RepertoireEditor
+
+
+Summary
+
+
+
+
+
+
+
+
+Type
+
+Description
+
+Assembly
+
+Action
+
+An action defines one off animations within repertoire
+Home. Editors. RepertoireEditor.Scripting
+
+Behaviour
+
+A behaviour defines repetitive behaviour in repertoire
+Home. Editors. RepertoireEditor.Scripting
+EaseCurveType
+
+Determines how a curve blends over time
+
+Home. Editors. RepertoireEditor.Scripting
+
+EaseCurve
+
+Describes how a blend in or out of a state happens over time
+Home. Editors. RepertoireEditor.Scripting
+
+Locomotion
+
+Locomotion defines movement within repertoires
+Home. Editors. RepertoireEditor.Scripting
+
+LocomotionState
+
+Locomotion state module used to define locomotions in repertoire
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireRegister
+
+Home. Editors. RepertoireEditor.Scripting
+BooleanRegister
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+A boolean value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+IntegerRegister
+
+An integer value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+NumberRegister
+
+A number value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+StringRegister
+
+A string value register
+
+Home. Editors. RepertoireEditor.Scripting
+
+Repertoire
+
+Repertoire class used to create and access repertoire modules
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireEditor
+
+The main class for repertoire editor, use it to access currently open repertoires
+
+Home. Editors. RepertoireEditor.Scripting
+
+RepertoireEvent
+
+Home. Editors. RepertoireEditor.Scripting
+RepertoireTargetRig
+
+The rig, emotes and repertoire resources referenced in the repertoire component.
+Home. Editors. RepertoireEditor.Scripting
+
+State
+
+A state can be part of a behaviour or an action
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+Transition
+
+Create a transition between 2 animations by specifying a transition animation
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor. Action
+
+Action
+
+An action defines one off animations within repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.State GetlnitialState()
+
+SetlnitialState( state)
+
+System.Collections.Generic. List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates])
+HdkApi.RepertoireEditor.State CreateState] name )
+
+Delete])
+
+Properties
+
+Layer
+
+Blocking
+
+Priority
+
+States
+
+Attributes
+
+Position
+
+Name
+
+
+Example
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateAction():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("Action")
+if(action):
+
+#set some properties
+
+action.Name = "Action"
+
+action.Layer = "my_layer"
+
+action.Blocking = True
+
+action.Priority = 1
+
+action.Position = Point (500, 100)
+
+#set the duration of the action
+action.SetDuration(5)
+
+#set some attributes
+
+action.Attributes["something"] = 10
+
+#create a condition for this action
+condition = action.CreateCondition("condition")
+if (condition) :
+
+print("created condition, you may wish to use this to add some logic")
+condition.Position = Point (350, 100)
+
+#create a state for this action
+state = action.CreateState("State")
+if (state) :
+
+print("created state, you may wish to add animations to this state")
+state.Position = Point(500, 100)
+
+#set this state as the initial state for the action
+action.SetlnitialState(state)
+
+#create an output for this action
+output = action.CreateOutput("Output")
+if (output) :
+
+print("created output, you may wish to use this to define behaviour on entry and exit
+
+to this action")
+
+output.Position = Point(500, 200)
+
+#get the conditon back from the action
+theCondition = action.GetCondition()
+if (theCondition) :
+
+print("got the condition of this action")
+
+#get the list of states from this action
+theStates = action.GetStates()
+if (theStates) :
+
+print("got the states of this action")
+
+#get the list of outputs from this action
+theOutputs = action.GetOutputs()
+if (theOutputs) :
+
+print("got the list of outputs of this action")
+
+CreateAction()
+
+
+
+
+
+HdkApi.RepertoireEditor. Behaviour
+
+
+Behaviour
+
+A behaviour defines repetitive behaviour in repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+HdkApi.RepertoireEditor.State GetlnitialState()
+
+SetlnitialState] state)
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates])
+HdkApi.RepertoireEditor.State CreateState( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.LocomotionState] GetLocomotionStates])
+HdkApi.RepertoireEditor.LocomotionState CreateLocomotionState] name )
+
+Delete])
+
+Properties
+
+States
+
+Attributes
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBehaviour():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("Behaviour")
+if (behaviour) :
+
+#set some properties
+behaviour.Name = "Behaviour"
+behaviour.Position = Point(500,100)
+
+#set some attributes
+
+behaviour.Attributes["something"] = 10
+
+
+
+
+
+
+#create a condition for this behaviour
+condition = behaviour.CreateCondition("condition”)
+if(condition):
+
+print("created condition, you may wish to use this to add some logic")
+condition.Position = Point(350,100)
+
+#create a state for this behaviour
+state = behaviour.CreateState("State")
+if (state) :
+
+print("created state, you may wish to add animations to this state")
+state.Position = Point(500,100)
+
+#set the initial state
+behaviour.SetInitialState(state)
+
+#create a locomotion state for this behaviour
+
+locomotionState = behaviour.CreateLocomotionState("Locomotion_State")
+if(locomotionState):
+
+print("created locomotion state, you may wish to add animations to this state")
+locomotionState.Position = Point (500,200)
+
+#create an output for this behaviour
+output = behaviour.CreateOutput("Output")
+if (output) :
+
+print("created output, you may wish to use this to define behaviour on entry and exit
+to this behaviour")
+
+output.Position = Point(500,300)
+
+#get the conditon back from the behaviour
+theCondition = behaviour.GetCondition()
+if(theCondition):
+
+print("got the condition of this behaviour")
+
+#get the list of states from this behaviour
+theStates = behaviour.GetStates()
+if (theStates) :
+
+print("got the states of this behaviour")
+
+#get the list of states from this behaviour
+theLocomotionStates = behaviour.GetLocomotionStates()
+if (theLocomotionStates) :
+
+print("got the locomotion states of this behaviour")
+
+#get the list of outputs from this behaviour
+theOutputs = behaviour.GetOutputs()
+if (theOutputs) :
+
+
+
+
+print("got the list of outputs of this behaviour")
+
+
+CreateBehaviour ()
+
+
+HdkApi.RepertoireEditor.Boolean Register
+
+BooleanRegister
+
+A boolean value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.EaseCurve
+
+EaseCurve
+
+Describes how a blend in or out of a state happens over time
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Constructors
+
+EaseCurve( curveType, duration )
+
+Methods
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.EaseCurveType GetCurveType()
+
+SetCurveType( curveType)
+
+
+Example
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEaseCurve():
+
+#create an ease curve
+
+easeCurve = EaseCurve(EaseCurveType.linear, 5.0)
+
+if(easeCurve):
+
+print("created ease curve")
+
+#get the type
+
+type = easeCurve.GetCurveType()
+print("type = " + str(type))
+
+#get the duration
+
+duration = easeCurve.GetDuration()
+print("duration = " + str(duration))
+
+#set the duration
+easeCurve.SetDuration(2.5)
+
+#set the type
+
+easeCurve.SetCurveType(EaseCurveType.s_curve)
+CreateEaseCurve()
+
+
+HdkApi.RepertoireEditor.EaseCurveType
+
+EaseCurveType
+
+Determines how a curve blends over time
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Fields
+
+linear
+
+s_curve
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEaseCurve():
+
+#create an ease curve
+
+easeCurve = EaseCurve(EaseCurveType.linear, 5.0)
+
+if(easeCurve):
+
+print("created ease curve")
+
+#get the type
+
+type = easeCurve.GetCurveType()
+print("type = " + str(type))
+
+#get the duration
+
+duration = easeCurve.GetDuration()
+print("duration = " + str(duration))
+
+#set the duration
+easeCurve.SetDuration(2.5)
+
+#set the type
+
+easeCurve.SetCurveType(EaseCurveType.s_curve)
+CreateEaseCurve()
+
+
+HdkApi.RepertoireEditor.IntegerRegister
+
+IntegerRegister
+
+An integer value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Min
+
+Max
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+
+HdkApi.RepertoireEditor.Locomotion
+
+
+
+
+
+
+
+
+
+Locomotion
+
+
+Locomotion defines movement within repertoires
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation()
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name )
+
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation GetBlendTreeAnimation()
+
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name )
+
+Delete()
+
+Properties
+
+Speed
+
+Threshold
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.LocomotionState
+
+LocomotionState
+
+Locomotion state module used to define locomotions in repertoire
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Locomotion] GetLocomotions])
+
+HdkApi.RepertoireEditor.Locomotion CreateLocomotion( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations])
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations])
+SetDuration] duration )
+
+System.Object GetDuration])
+
+HdkApi.RepertoireEditor.EaseCurve GetEaselnf)
+
+SetEaseln] easeCurve)
+
+HdkApi.RepertoireEditor.EaseCurve GetEaseOut])
+
+SetEaseOut] easeCurve)
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs])
+
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput] name )
+
+
+Delete()
+
+
+Properties
+
+SkeletalAnimations
+
+BlendTreeAnimations
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.NumberRegister
+
+NumberRegister
+
+A number value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Min
+
+Max
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.Repertoire
+
+Repertoire
+
+Repertoire class used to create and access repertoire modules
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Boolean Save()
+
+HdkApi.Core.Collections.HdkDictionary[System.String,System.Collections.Generic.List[System.String]] Validate()
+System.Boolean Export()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Action] GetActions()
+
+HdkApi.RepertoireEditor.Action CreateAction] name )
+
+HdkApi.RepertoireEditor.Behaviour CreateBehaviour( name )
+
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Behaviour] GetBehaviours()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Transition] GetTransitions()
+HdkApi.RepertoireEditor.Emotes.RegionalEmotes CreateRegionalEmotes( name )
+
+System.Collections.Generic. List[HdkApi.RepertoireEditor. Emotes. Regional Emotes] GetRegionalEmotes()
+HdkApi.RepertoireEditor.Emotes.GlobalEmotes CreateGlobalEmotes( name )
+
+HdkApi.RepertoireEditor.Emotes.GlobalEmotes GetGlobalEmotes()
+
+HdkApi.RepertoireEditor.Animation.BlendTree CreateBlendTree( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTree] GetBlendTrees()
+
+HdkApi.Data.Object.HomeObject GetObject()
+
+System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetAnimationResources()
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateStringRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateBooleanRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreateNumberRegister( name )
+
+HdkApi.RepertoireEditor.RepertoireRegister CreatelntegerRegister( name )
+
+Properties
+
+RepertoireCircuitFilepath
+
+RepertoireFilepath
+
+EmotesFilepath
+
+Actions
+
+Behaviours
+
+Transitions
+
+BlendTrees
+
+Events
+
+Registers
+
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+import System
+
+
+def UseRepertoire():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+if (repertoire) :
+
+action = repertoire.CreateAction("action")
+if (action) :
+
+action.Position = Point(500,100)
+print("created action")
+
+behaviour = repertoire.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point(500,100)
+print("created behaviour")
+
+emotes = repertoire.CreateGlobalEmotes("global_emotes")
+if(emotes):
+
+emotes.Position = Point (500, 100)
+print("created emotes")
+
+object = repertoire.GetObject()
+if (object) :
+
+print "Object Name : " + object.Name
+
+animationResources = repertoire.GetAnimationResources()
+for resource in animationResources:
+
+print "Object Resource : " + resource.Name
+
+print("Save")
+repertoire.Save()
+
+
+#you could validate your repertoire like this:
+
+print("Validate")
+
+results = repertoire.Validate()
+
+for resultLevel in results.Keys:
+
+for resultValue in results[resultLevel]:
+
+print(resultLevel + " : " + resultValue)
+
+#or handle the exceptions thrown from the validation that happens when you export,
+try:
+
+repertoire.Export()
+except System.Exception, e:
+print(e.Message)
+print(e.InnerException)
+
+UseRepertoire()
+
+
+HdkApi.RepertoireEditor.RepertoireEditor
+
+RepertoireEditor
+
+
+The main class for repertoire editor, use it to access currently open repertoires
+
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Repertoire RepertoireEditor.Open( homeObject, targetRig )
+
+RepertoireEditor.Close( repertoire)
+
+RepertoireEditor.CloseAII()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Repertoire] RepertoireEditor.GetOpenRepertoires()
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.RepertoireTargetRig] RepertoireEditor.GetRepertoireTargetRigs( homeObject)
+
+Properties
+
+SynchronizationObject
+
+CurrentRepertoire
+
+Events
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnExporting
+
+OnExported
+
+Delegates
+
+RepertoireAction
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+class TestRepertoireEditor():
+def _init_(self) :
+
+RepertoireEditor.OnExporting += self.exporting
+RepertoireEditor.OnExported += self.exported
+RepertoireEditor.OnSaving += self.saving
+RepertoireEditor.OnSaved += self.saved
+RepertoireEditor.OnOpened += self.opened
+
+def exporting(self, args):
+print("exporting")
+
+def exported(self, args):
+print("exported")
+
+def saving(self, args):
+print("saving")
+
+def saved(self, args):
+print("saved")
+
+def opened(self, args):
+print("opened")
+
+
+def openARepertoireFromAnObject(self) :
+components = ["repertoire"]
+
+foundObjects = ObjectManager.SearchByComponents(components)
+if (len(foundObjects) > 0):
+
+#we have a loaded object that contains a repertoire component
+obj = ObjectManager.LoadByUuid(foundObjects[0])
+
+#we need to get the supported target rigs of the object, a mini game will have male and
+female, a full body suit may only have one.
+
+supportedTargetRigs = RepertoireEditor.GetRepertoireTargetRigs(obj)
+if (len(supportedTargetRigs) > 0):
+
+RepertoireEditor.Open(obj, supportedTargetRigs[0])
+
+
+example = TestRepertoireEditor()
+example.openARepertoireFromAnObject()
+
+
+HdkApi.RepertoireEditor.RepertoireEvent
+
+RepertoireEvent
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+Name
+
+
+Values
+
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.RepertoireRegister
+
+
+RepertoireRegister
+
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.RepertoireTargetRig
+
+RepertoireTargetRig
+
+The rig, emotes and repertoire resources referenced in the repertoire component.
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+Name
+
+RepertoireResource
+
+EmotesResource
+
+HdkApi.RepertoireEditor.State
+
+State
+
+A state can be part of a behaviour or an action
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Conditions.Condition GetCondition()
+
+HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations()
+
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations()
+HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs()
+
+HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name )
+
+SetDuration( duration )
+
+System.Object GetDuration()
+
+HdkApi.RepertoireEditor.EaseCurve GetEaselnf)
+
+SetEaseln( easeCurve)
+
+HdkApi.RepertoireEditor.EaseCurve GetEaseOut()
+
+SetEaseOut( easeCurve)
+
+Delete])
+
+Properties
+
+SkeletalAnimations
+BlendT reeAnimations
+Position
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateState():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("Action")
+if(action):
+
+#set some properties
+
+action.Name = "Action"
+
+action.Position = Point (500, 100)
+
+#create a state for this action
+state = action.CreateState("State")
+if (state) :
+
+state.Position = Point(500,100)
+
+condition = state.CreateCondition("Condition")
+if(condition):
+
+condition.Position = Point(350,100)
+
+animation = state.CreateSkeletalAnimation("Animation")
+if(animation):
+
+animation.Position = Point(500,100)
+
+
+CreateState()
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.StringRegister
+
+StringRegister
+
+
+A string value register
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Values
+
+Name
+
+RepertoireWrite
+
+RepertoireRead
+
+LuaRead
+
+LuaWrite
+
+IsCore
+
+HdkApi.RepertoireEditor.Transition
+
+Transition
+
+Create a transition between 2 animations by specifying a transition animation
+
+Namespace: HdkApi.RepertoireEditor
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Remarks
+
+i
+
+-*-> Transitions can be achieved by other means
+
+Methods
+
+HdkApi.Data.Object.ObjectResource GetToAnimation()
+
+HdkApi.Data.Object.ObjectResource GetFromAnimation()
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def GetTransitions():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+transitions = rep.GetTransitions()
+for transition in transitions:
+print(transition.Name)
+
+fromAnimationResource = transition.GetFromAnimation()
+if(fromAnimationResource) :
+
+print("From: " + fromAnimationResource.Name)
+
+transitionAnimationModule = transition.GetSkeletalAnimation()
+
+if (transitionAnimationModule) :
+
+transitionAnimationResource = transitionAnimationModule.GetResource()
+if (transitionAnimationResource) :
+
+print("Via: " + transitionAnimationResource.Name)
+
+toAnimationResource = transition.GetToAnimation()
+if(toAnimationResource) :
+
+print("To: " + toAnimationResource.Name)
+
+GetTransitions()
+
+
+HdkApi.RepertoireEditor.Animation
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+BlendT reeAnimation
+
+Blend tree animation used for referencing blend trees
+Home. Editors. RepertoireEditor.Scripting
+
+BlendNode
+
+Blends up to 8 animations or blends together to produce one output
+Home. Editors. RepertoireEditor.Scripting
+
+
+BlendTree
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+A circuit of blend node animations
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+SkeletalAnimation
+
+
+Skeletal animation used for referencing animation object resources
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+HdkApi.RepertoireEditor. Animation. BlendNode
+
+BlendNode
+
+Blends up to 8 animations or blends together to produce one output
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.BlendNode] GetBlendNodes])
+HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode] index )
+
+HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode] name, index )
+
+HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations])
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation] index )
+
+HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation] name, index )
+
+SetRegister] register)
+
+HdkApi.RepertoireEditor.RepertoireRegister GetRegister])
+
+Delete])
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBlendTree():
+
+blendTree = repertoire.CreateBlendTree(name)
+if(blendTree):
+
+root = blendTree.GetRootBlendNode()
+if (root) :
+
+childl = root.CreateBlendNode(0)
+
+animO = childl.CreateSkeletalAnimation("0", 0)
+
+animl = childl.CreateSkeletalAnimation("1", 1)
+
+child2 = root.CreateBlendNode(1)
+
+anim2 = child2.CreateSkeletalAnimation("0", 0)
+
+anim3 = child2.CreateSkeletalAnimation("1", 1)
+
+CreateBlendTree()
+
+
+HdkApi.RepertoireEditor. Animation.BlendTree
+
+BlendTree
+
+A circuit of blend node animations
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode()
+HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode( name )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateBlendTree():
+
+blendTree = repertoire.CreateBlendTree(name)
+if(blendTree):
+
+root = blendTree.GetRootBlendNode()
+if (root) :
+
+childl = root.CreateBlendNode(0)
+
+animO = childl.CreateSkeletalAnimation("0", 0)
+
+animl = childl.CreateSkeletalAnimation("1", 1)
+
+child2 = root.CreateBlendNode(1)
+
+anim2 = child2.CreateSkeletalAnimation("0", 0)
+
+anim3 = child2.CreateSkeletalAnimation("1", 1)
+
+CreateBlendTree()
+
+
+HdkApi.RepertoireEditor. Animation. BlendTreeAnimation
+
+BlendT reeAnimation
+
+Blend tree animation used for referencing blend trees
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Animation.BlendTree GetBlendTree()
+
+SetBlendTree( blendTree)
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor. Animation.SkeletalAnimation
+
+SkeletalAnimation
+
+Skeletal animation used for referencing animation object resources
+
+Namespace: HdkApi.RepertoireEditor.Animation
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.Data.Object.ObjectResource GetResource()
+
+SetResource( resource)
+
+
+
+
+
+
+
+
+
+
+Delete()
+
+
+Properties
+
+OverrideDuration
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+And
+
+Performs an and operation on inputs
+Home. Editors. RepertoireEditor.Scripting
+
+RandomValue
+
+A random value from a selection or range
+Home. Editors. RepertoireEditor.Scripting
+CompareCurrentESehaviour
+
+Compare a behaviour to the behaviour which is currently playing
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareCurrentNetworkAge
+
+Compare the current network age to a number
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareNetworkAge
+
+Compare the network age to a number
+
+Home. Editors. RepertoireEditor.Scripting
+
+ComparePreviousBehaviour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Compare the previous behaviour to behaviour
+
+Home. Editors. RepertoireEditor.Scripting
+
+ComparePreviousState
+
+Compare the previous state to a state
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareRegister
+
+Compare a register to a value
+
+Home. Editors. RepertoireEditor.Scripting
+
+CompareStateAge
+
+Compare the current state age to a value
+Home. Editors. RepertoireEditor.Scripting
+ComparisonType
+
+An enumeration of comparison types
+Home. Editors. RepertoireEditor.Scripting
+
+Condition
+
+Define condition logic for use with behaviours, actions and states
+Home. Editors. RepertoireEditor.Scripting
+
+Or
+
+Performs an or operation on inputs
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Conditions.And
+
+And
+
+Performs an and operation on inputs
+Namespace: HdkApi.RepertoireEditor.Conditions
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+System.Collections.Generic.List[System.Object] Getlnputs()
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf)
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge()
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAge()
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState()
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister()
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge()
+HdkApi.RepertoireEditor.Conditions.And CreateAnd()
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOr()
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+! #
+
+; # -
+
+# SCE CONFIDENTIAL
+
+! # Home Development Kit (HDK) 1.65.0
+
+j # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+| # -
+
+; #
+
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour
+
+CompareCurrentBehaviour
+
+Compare a behaviour to the behaviour which is currently playing
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, behaviour)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+
+Position
+
+
+
+
+
+
+
+Name
+
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge
+
+CompareCurrentNetworkAge
+
+Compare the current network age to a number
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparisonf comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge
+
+CompareNetworkAge
+
+
+Compare the network age to a number
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+SetComparison( comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour
+
+ComparePreviousBehaviour
+
+Compare the previous behaviour to behaviour
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, behaviour)
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+! #
+
+; # -
+
+| # SCE CONFIDENTIAL
+
+! # Home Development Kit (HDK) 1.65.0
+
+; # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+; # All Rights Reserved.
+
+| # -
+
+■ #
+
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState
+
+ComparePreviousState
+
+Compare the previous state to a state
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+
+SetComparison( comparisonType, state)
+IronPython.Runtime.PythonTuple GetComparison()
+
+
+
+
+
+
+
+Delete()
+
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister
+
+CompareRegister
+
+Compare a register to a value
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( type, register, value )
+
+IronPython.Runtime.PythonTuple GetComparison()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge
+
+CompareStateAge
+
+
+Compare the current state age to a value
+
+
+
+
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( comparisonType, value)
+
+IronPython.Runtime.PythonTuple GetComparison()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+! #
+
+I # -
+
+# SCE CONFIDENTIAL
+j # Home Development Kit (HDK) 1.65.0
+
+; # Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+j # All Rights Reserved.
+
+; # -
+
+| #
+
+
+HdkApi.RepertoireEditor.Conditions.ComparisonType
+
+ComparisonType
+
+An enumeration of comparison types
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Fields
+
+Equal
+
+Not_Equal
+
+Less_Than
+
+Less_Than_Or_Equal_To
+
+Greater_Than
+
+Greater_Than_Or_Equal_To
+
+HdkApi.RepertoireEditor.Conditions.Condition
+
+Condition
+
+Define condition logic for use with behaviours, actions and states
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+Methods
+
+
+Delete()
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviour()
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge()
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef)
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState()
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister()
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge()
+
+HdkApi.RepertoireEditor.Conditions.And CreateAnd()
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOr()
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue()
+
+System.Object Getlnput()
+
+Properties
+
+Position
+
+Name
+
+HdkApi.RepertoireEditor.Conditions.Or
+
+Or
+
+Performs an or operation on inputs
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Collections.Generic.ListjSystem.Object] Getlnputsf)
+
+HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf)
+HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAgef)
+HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef)
+
+HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf)
+HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousStatef)
+
+HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegisterf)
+
+HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAgef)
+
+HdkApi.RepertoireEditor.Conditions.And CreateAndf)
+
+HdkApi.RepertoireEditor.Conditions.Or CreateOrf)
+
+HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValuef)
+
+Deletef)
+
+Properties
+
+
+Position
+
+
+Name
+
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Conditions.RandomValue
+
+RandomValue
+
+
+A random value from a selection or range
+
+Namespace: HdkApi.RepertoireEditor.Conditions
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetComparison( type, value, range )
+
+SetComparisonf type, value, intSelection )
+
+IronPython.Runtime.PythonTuple GetComparison()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+
+HdkApi.RepertoireEditor.Emotes
+
+Summary
+
+
+Type
+
+
+Description
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Assembly
+
+ActionEmote
+
+An emote to trigger an action
+
+Home. Editors. RepertoireEditor.Scripting
+
+BehaviourEmote
+
+An emote to trigger a behaviour
+Home. Editors. RepertoireEditor.Scripting
+
+EmoteContext
+
+Group emotes into sub-menus
+
+Home. Editors. RepertoireEditor.Scripting
+
+EmoteGroup
+
+Group emotes into sub-menus
+Home. Editors. RepertoireEditor.Scripting
+
+GlobalEmotes
+
+Global emotes are emotes that are available in every region.
+
+Home. Editors. RepertoireEditor.Scripting
+RegionalEmotes
+
+Determines which region these emotes will be used
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Emotes. ActionEmote
+
+ActionEmote
+
+An emote to trigger an action
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+SetAction( action )
+
+HdkApi.RepertoireEditor.Action GetAction()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitldleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point (500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.BehaviourEmote
+
+
+BehaviourEmote
+
+
+
+
+
+
+
+
+An emote to trigger a behaviour
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetBehaviour( behaviour)
+
+HdkApi.RepertoireEditor.Behaviour GetBehaviour()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteContext
+
+EmoteContext
+
+Group emotes into sub-menus
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Remarks
+
+J The available emote contexts are specified by the client and may not be created, deleted or renamed.
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteGroup CreateEmoteGroup( groupName )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.EmoteGroup] GetEmoteGroups()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point(500,100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.EmoteGroup
+
+
+EmoteGroup
+
+
+
+
+
+
+
+
+
+Group emotes into sub-menus
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.ActionEmote] GetActionEmotes()
+HdkApi.RepertoireEditor.Emotes.ActionEmote CreateActionEmote( emoteName )
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.BehaviourEmote] GetBehaviourEmotes()
+HdkApi.RepertoireEditor.Emotes.BehaviourEmote CreateBehaviourEmote( emoteName )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitIdleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.Global Emotes
+
+GlobalEmotes
+
+Global emotes are emotes that are available in every region.
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Standldle
+
+
+Sitldle
+
+SitOnFloor
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if(behaviour and action):
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+globalEmotes = rep.CreateGlobalEmotes("global")
+print("Created global emotes")
+if(globalEmotes):
+
+globalEmotes.Position = Point(500,100)
+
+regionalSitldleContext = globalEmotes.SitIdle
+regionalSitOnFloorContext = globalEmotes.SitOnFloor
+regionalStandldleContext = globalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit on floor context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point (500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Emotes.Regional Emotes
+
+RegionalEmotes
+
+
+Determines which region these emotes will be used
+
+
+
+
+
+
+
+
+Namespace: HdkApi.RepertoireEditor.Emotes
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+Delete()
+
+Properties
+
+Region
+
+Standldle
+
+Sitldle
+
+SitOnFloor
+
+Position
+
+Name
+
+Example
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateEmotes():
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+print("create a test behaviour and a test action")
+behaviour = rep.CreateBehaviour("Behaviour")
+action = rep.CreateAction("Action")
+
+if (behaviour and action) :
+
+behaviour.Position = Point(500,100)
+action.Position = Point (500, 100)
+
+regionalEmotes = rep.CreateRegionalEmotes("japan")
+print("Created regional emotes")
+if (regionalEmotes) :
+
+regionalEmotes.Position = Point(500,100)
+regionalEmotes.Region = "ja-JP"
+
+regionalSitldleContext = regionalEmotes.SitIdle
+regionalSitOnFloorContext = regionalEmotes.SitOnFloor
+regionalStandldleContext = regionalEmotes.Standldle
+
+if(regionalSitldleContext):
+
+someGroup = regionalSitldleContext.CreateEmoteGroup("group")
+print("Created an emote group within the sit idle context")
+if(someGroup):
+
+someGroup.Position = Point (500, 100)
+
+actionEmote = someGroup.CreateActionEmote("action_emote")
+print("Created an action emote")
+if(actionEmote):
+
+actionEmote.Position = Point (500, 100)
+actionEmote.SetAction(action)
+
+behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote")
+print("Created a behaviour emote")
+if(behaviourEmote):
+
+behaviourEmote.Position = Point(500,200)
+behaviourEmote.SetBehaviour(behaviour)
+
+CreateEmotes()
+
+
+HdkApi.RepertoireEditor.Outputs
+
+Summary
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Clear a register value as part of an output
+Home. Editors. RepertoireEditor.Scripting
+OutputType
+
+Whether onEntry or onExit
+
+Home. Editors. RepertoireEditor.Scripting
+
+Output
+
+Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered
+Home. Editors. RepertoireEditor.Scripting
+
+SetNextBehaviour
+
+Set the next behaviour as part of an output
+Home. Editors. RepertoireEditor.Scripting
+SetRegister
+
+Set a register value as part of an output
+Home. Editors. RepertoireEditor.Scripting
+SpawnAction
+
+Spawn an action as part of an output
+Home. Editors. RepertoireEditor.Scripting
+TriggerEvent
+
+Trigger an event as part of an output
+Home. Editors. RepertoireEditor.Scripting
+
+HdkApi.RepertoireEditor.Outputs.ClearRegister
+
+ClearRegister
+
+Clear a register value as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Methods
+
+
+SetRegister( register)
+
+HdkApi.RepertoireEditor.RepertoireRegister GetRegister()
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+
+#
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.Output
+
+Output
+
+
+Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+
+System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.BaseOutput] GetOutputs( type )
+
+
+
+
+
+
+
+
+
+HdkApi.RepertoireEditor.Outputs.ClearRegister CreateClearRegister( type )
+HdkApi.RepertoireEditor.Outputs.SetNextBehaviour CreateSetNextBehaviour( type )
+HdkApi.RepertoireEditor.Outputs.SetRegister CreateSetRegister( type )
+
+HdkApi.RepertoireEditor.Outputs.SpawnAction CreateSpawnAction( type )
+
+HdkApi.RepertoireEditor.Outputs.TriggerEvent CreateTriggerEvent( type )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+ClearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+ClearRegister.SetRegister(register)
+
+SetNextBehaviour = output.CreateSetNextBehaviour("SetNextBehaviour", OutputType.OnEntry)
+SetNextBehaviour.SetBehaviour(behaviour)
+
+SetRegister = output.CreateSetRegister("SetRegister", OutputType.OnEntry)
+
+SetRegister.SetValue(register, value)
+
+SpawnAction = output.CreateSpawnAction("SpawnAction", OutputType.OnExit)
+
+SpawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput()
+
+
+HdkApi.RepertoireEditor.Outputs.OutputType
+
+OutputType
+
+
+Whether onEntry or onExit
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+
+
+
+
+
+
+Fields
+
+
+OnEntry
+
+OnExit
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput()
+
+
+HdkApi.RepertoireEditor.Outputs.SetNextBehaviour
+
+SetNextBehaviour
+
+Set the next behaviour as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Behaviour GetBehaviour()
+
+SetBehaviour( behaviour)
+
+Delete()
+
+
+Properties
+
+
+
+
+
+
+
+
+
+Position
+
+
+Name
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action")
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.SetRegister
+
+SetRegister
+
+Set a register value as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetValue( register, value)
+
+IronPython.Runtime.PythonTuple GetValue()
+
+Delete()
+
+Properties
+
+Position
+
+
+Name
+
+
+
+
+
+
+
+
+
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.SpawnAction
+
+SpawnAction
+
+Spawn an action as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Action GetAction()
+
+SetAction( action )
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Outputs.TriggerEvent
+
+TriggerEvent
+
+Trigger an event as part of an output
+
+Namespace: HdkApi.RepertoireEditor.Outputs
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+SetEvent( repertoireEvent, value)
+
+IronPython.Runtime.PythonTuple GetEvent()
+
+Delete()
+
+Properties
+
+Position
+
+Name
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+def CreateOutput():
+
+repertoire = RepertoireEditor.CurrentRepertoire
+#create action
+
+action = repertoire.CreateAction("action" )
+
+#add an output
+
+output = action.CreateOutput("output")
+
+#add a few output types
+
+clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry)
+clearRegister.SetRegister(register)
+
+setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry)
+setNextBehaviour.SetBehaviour(behaviour)
+
+setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry)
+setRegister.SetValue(register, value)
+
+spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit)
+spawnAction.SetAction(action)
+
+triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit)
+triggerEvent.SetEvent(event)
+
+CreateOutput ()
+
+
+HdkApi.RepertoireEditor.Userlnterface
+
+
+Summary
+
+
+
+Menu represents a menu in the Scene Editor Ui, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenu Item and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors. RepertoireEditor.Scripting
+
+
+HdkApi.RepertoireEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+AddMenultem( menultem )
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenultem(actionMenuItem)
+
+menu.AddMenultem(behaviourMenuItem)
+
+def createActionMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+#menultem.HasToolbarButton = True
+
+
+# Hook up the execute event to set what happens when the menu item is pressed
+
+
+
+
+
+
+
+
+menultem.Execute += self.createAction
+
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self):
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point (500, 100)
+
+state = behaviour.CreateState("state")
+
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction ("action")
+action.Position = Point (416,192)
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu Item
+
+HdkApi.RepertoireEditor.Userlnterface.Menultem
+
+Menultem
+
+Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Properties
+
+DisplayText
+
+Description
+
+IconPath
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+
+
+
+
+
+
+
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(actionMenuItem)
+
+menu.AddMenuItem(behaviourMenuItem)
+
+def createActionMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.createAction
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if (behaviour) :
+
+behaviour.Position = Point(500,100)
+
+state = behaviour.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction("action")
+action.Position = Point (416,192)
+
+
+item is pressed
+
+
+is enabled
+
+
+item is pressed
+
+
+is enabled
+
+
+
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu
+
+HdkApi.RepertoireEditor.Userlnterface.MenuManager
+
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Namespace: HdkApi.RepertoireEditor.Userlnterface
+Assembly: Home.Editors.RepertoireEditor.Scripting.dll
+
+Methods
+
+HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+
+HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.GetMenu( name)
+
+HdkApi.RepertoireEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.65.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("My Hdk API Scripts")
+
+actionMenuItem = self.createActionMenu()
+behaviourMenuItem = self.createBehaviourMenu()
+
+# Add the Menultem to the example menu
+menu.AddMenultem(actionMenuItem)
+
+menu.AddMenultem(behaviourMenuItem)
+
+def createActionMenu(self) :
+
+# Create a new Menultem
+itemDisplayText = "CreateAction"
+
+menultem = MenuManager.CreateMenultem(itemDisplayText)
+menultem.Description = "Create an action with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A
+
+
+
+
+
+
+
+
+
+#menultem.HasToolbarButton
+
+
+True
+
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.createAction
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+def createBehaviourMenu(self):
+
+# Create a new Menultem
+itemDisplayText = "CreateBehaviour"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Create a behaviour with one state"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B
+#menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu
+menultem.Execute += self.CreateBehaviour
+
+# Hook up the can execute event to set whether the menu item
+menultem.CanExecute += self.repertoireCanExecute
+
+return menultem
+
+
+def repertoireCanExecute(self):
+
+rep = RepertoireEditor.CurrentRepertoire
+if (rep is None) :
+
+return False
+return True
+
+def CreateBehaviour(self, sender, args) :
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+behaviour = rep.CreateBehaviour("behaviour")
+if(behaviour):
+
+behaviour.Position = Point (500, 100)
+
+state = behaviour.CreateState("state")
+
+if (state) :
+
+state.Position = Point(500,100)
+print("Created behaviour")
+
+def createAction(self, sender, args):
+
+rep = RepertoireEditor.CurrentRepertoire
+if(rep):
+
+action = rep.CreateAction ("action")
+action.Position = Point (416,192)
+
+state = action.CreateState("state")
+if (state) :
+
+state.Position = Point(500,100)
+
+
+item is pressed
+
+
+is enabled
+
+
+item is pressed
+
+
+is enabled
+
+
+
+
+print("Created action")
+
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu
+
+• HdkApi.RepertoireEditor.Userlnterface.Menu Item
+
+HdkApi.SceneEditor
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+SceneEditor
+
+Provides access to core functionality of the Scene Editor, such as getting the currently open scene.
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.SceneEditor
+
+SceneEditor
+
+Provides access to core functionality of the Scene Editor, such as getting the currently open scene.
+
+Namespace: HdkApi.SceneEditor
+
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+SceneEditor.OpenSceneProject( scprojPath)
+
+System.Boolean SceneEditor.Export( validate )
+
+Properties
+
+CurrentScene
+
+Events
+
+OnSaving
+
+OnSaved
+
+OnOpened
+
+OnExporting
+
+
+
+
+
+
+
+
+
+
+OnExported
+
+OnPackaging
+
+OnPackaged
+
+Delegates
+
+SceneAction
+
+Example
+
+
+#
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SceneEditor class
+
+from HdkApi.SceneEditor import SceneEditor
+
+# Import the HomeScene class
+
+from HdkApi.Data.Scene import HomeScene
+
+class SceneEditorExample():
+def _init_(self) :
+
+# Get the current scene which is open in the Scene Editor
+openScene = SceneEditor.CurrentScene
+
+# Print the scene's filepath
+print openScene.FilePath
+
+# Export the currently open scene to a (.scene) file so it can be tested in game
+validate = True
+
+succeeded = SceneEditor.Export(validate)
+print succeeded
+
+self.RegisterCallbacks()
+
+def RegisterCallbacks(self) :
+
+# Hook up to the OnOpened event called when a scene is opened in the Scene Editor
+SceneEditor.OnOpened += self.onOpened
+
+# Hook up to the OnSaving event called when a scene is about to be saved
+SceneEditor.OnSaving += self.onSaving
+
+# Hook up to the OnSaved event called when a scene has been successfully saved
+SceneEditor.OnSaved += self.onSaved
+
+# Hook up to the OnExporting event called when a scene is about to be exported from an .scproj
+file to a .scene file
+
+SceneEditor.OnExporting += self.onExporting
+
+# Hook up to the OnExported event called when a scene has been successfully exported from an
+.scproj file to a .scene file
+
+SceneEditor.OnExported += self.OnExported
+
+# Hook up to the OnPackaging event called when a scene is about to be packaged
+SceneEditor.OnPackaging += self.OnPackaging
+
+# Hook up to the OnPackaged event called when a scene has been successfully packaged
+SceneEditor.OnPackaged += self.OnPackaged
+
+
+# Example of a callback function triggered when a scene is opened in the Scene Editor
+
+
+
+
+
+def onOpened(self, scene):
+
+print "Opened: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+saved
+
+def onSaving(self, scene):
+
+print "Saving: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor has been
+successfully saved
+
+def onSaved(self, scene):
+
+print "Saved: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+exported
+
+def onExporting(self, scene):
+
+print "Exporting: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor has been
+successfully exported
+
+def onExported(self, scene):
+
+print "Exported: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+packaged
+
+def onPackaging(self, scene):
+
+print "Packaging: {0}".format(scene.FilePath)
+
+# Example of a callback function triggered when the scene open in the Scene Editor is about to be
+
+
+
+
+packaged
+
+def onPackaged(self, scene):
+
+print "Packaged: {0}".format(scene.FilePath)
+
+
+Associated Types
+
+• HdkApi. Data. Scene. HomeScene
+
+
+HdkApi.SceneEditor.Camera
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Camera
+
+The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.
+
+Home. Editors.SceneEditor.Scripting
+CameraManager
+
+The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used
+to navigate in the scene editor.
+
+Home. Editors.SceneEditor.Scripting
+
+SceneCamera
+
+The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve
+position and look at point data.
+
+Home. Editors.SceneEditor.Scripting
+
+HdkApi.SceneEditor.Camera.Camera
+
+Camera
+
+
+The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Properties
+
+
+Position
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+LookAt
+
+
+Events
+
+CameraChanged
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args):
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi. SceneEditor. Camera.CameraManager
+
+• HdkApi.SceneEditor.Camera.SceneCamera
+
+HdkApi.SceneEditor.Camera.CameraManager
+
+CameraManager
+
+
+The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used to
+navigate in the scene editor.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Properties
+
+SceneCamera
+
+
+Example
+
+
+
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args):
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi.SceneEditor.Camera.Camera
+
+• HdkApi.SceneEditor.Camera.SceneCamera
+
+HdkApi.SceneEditor.Camera.SceneCamera
+
+SceneCamera
+
+The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve
+position and look at point data.
+
+Namespace: HdkApi.SceneEditor.Camera
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+ZoomToSelection()
+
+Properties
+
+Position
+
+LookAt
+
+Events
+
+CameraChanged
+
+
+Example
+
+
+
+
+
+
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Camera classes
+
+from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera
+
+class CameraExample():
+def _init_(self) :
+
+self.camera = CameraManager.SceneCamera
+
+self.camera.CameraChanged += self.cameraUpdated
+
+def printPosition(self):
+
+str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z)
+print(str)
+
+def printLookAt(self):
+
+str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z)
+print(str)
+
+def cameraUpdated(self, sender, args) :
+print("Camera Updated")
+self.printPosition()
+self.printLookAt()
+
+camExample = CameraExample()
+
+
+Associated Types
+
+• HdkApi.SceneEditor.Camera.Camera
+
+• HdkApi.SceneEditor.Camera.CameraManager
+
+HdkApi.SceneEditor.Selection
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+SelectionManager
+
+Provides events and data relating to the current selection in the Scene Editor
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.Selection. SelectionManager
+
+
+
+
+
+
+
+
+
+
+
+
+SelectionManager
+
+
+Provides events and data relating to the current selection in the Scene Editor
+
+Namespace: HdkApi.SceneEditor.Selection
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Events
+
+SelectionChanged
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Selection classes
+
+from HdkApi.SceneEditor.Selection import SelectionManager
+
+class SelectionExample():
+def _init_(self) :
+
+# Hook up to the SelectionChanged event
+
+SelectionManager.SelectionChanged += self.SelectionChanged
+
+def SelectionChanged(self, sender, args):
+
+# Print a message when ever the selection in the Scene Editor changes
+print("Selection Changed")
+
+selExample = SelectionExample()
+
+
+HdkApi.SceneEditor.Userlnterface
+
+Summary
+
+Type
+
+Description
+
+Assembly
+
+Menu
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Home. Editors.SceneEditor.Scripting
+
+Menultem
+
+Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+new Menultem call MenuManager.CreateMenultem
+Home. Editors.SceneEditor.Scripting
+MenuManager
+
+MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item
+call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function
+
+Home. Editors.SceneEditor.Scripting
+
+
+HdkApi.SceneEditor.Userlnterface.Menu
+
+Menu
+
+
+Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be
+created through MenuManager.CreateMenu
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Methods
+
+AddMenultem( menultem )
+
+Example
+
+
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.MenuManager
+
+• HdkApi.SceneEditor. Userlnterface.Menultem
+
+HdkApi.SceneEditor.Userlnterface. Menultem
+
+Menultem
+
+
+Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it
+uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a
+new Menultem call MenuManager.CreateMenultem
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+
+
+
+
+
+
+
+
+Properties
+
+DisplayText
+
+Description
+
+Icon Path
+
+Shortcut
+
+Toggleable
+
+HasToolbarButton
+
+Events
+
+Execute
+
+CanExecute
+
+Delegates
+
+CanExecuteHandler
+
+Example
+
+
+
+#
+
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExampleO:
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self) :
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.MenuManager
+
+• HdkApi.SceneEditor. Userlnterface.Menu
+
+HdkApi.SceneEditor.Userlnterface. MenuManager
+
+MenuManager
+
+
+MenuManager is used to add new menus and menu items to the Scene Editor UI, to add a new menu call CreateMenu, to add a new menu ii
+call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function
+
+Namespace: HdkApi.SceneEditor.Userlnterface
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+
+Methods
+
+
+
+
+
+
+
+
+
+HdkApi.SceneEditor.Userlnterface.Menu MenuManager.CreateMenu( name)
+
+HdkApi.SceneEditor.Userlnterface.Menu MenuManager.GetMenu( name)
+HdkApi.SceneEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText)
+
+Example
+
+
+#
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the Userlnterface classes
+
+from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem
+
+# Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut
+clr.AddReference("System.Windows.Forms")
+
+from System.Windows.Forms import Keys
+
+class UiExample():
+
+def _init_(self) :
+
+# Create a new menu
+
+menu = MenuManager.CreateMenu("Example Menu")
+
+# Create a new Menultem
+itemDisplayText = "Example Item"
+
+menultem = MenuManager.CreateMenuItem(itemDisplayText)
+menultem.Description = "Example menu item used in the UI Example"
+menultem.Toggleable = True
+
+menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M
+menultem.HasToolbarButton = True
+
+# Hook up the execute event to set what happens when the menu item is pressed
+menultem.Execute += self.exampleExecute
+
+# Hook up the can execute event to set whether the menu item is enabled
+menultem.CanExecute += self.exampleCanExecute
+
+# Add the Menultem to the example menu
+menu.AddMenuItem(menultem)
+
+def exampleCanExecute(self):
+return True
+
+def exampleExecute(self, sender, args) :
+print("Example executed")
+
+example = UiExampleO
+
+
+Associated Types
+
+• HdkApi.SceneEditor. Userlnterface.Menu
+
+• HdkApi.SceneEditor. Userlnterface.Menu Item
+
+
+HdkApi.SceneEditor.Utilities
+
+
+Summary
+
+
+
+
+
+
+
+
+Type
+
+Description
+
+Assembly
+
+SynchronizationObject
+
+Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor
+thread, for more information about synchronization objects see:
+
+http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx
+Home. Editors.SceneEditor.Scripting
+
+HdkApi.SceneEditor.Utilities.SynchronizationObject
+
+SynchronizationObject
+
+
+Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor
+thread, for more information about synchronization objects see:
+
+http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx
+
+Namespace: HdkApi.SceneEditor.Utilities
+Assembly: Home.Editors.SceneEditor.Scripting.dll
+
+Remarks
+
+
+G# SynchronizationObject is an advanced class which you should only have to use if you are dealing with multithreading, in general you should
+rarely need to use this class
+
+Methods
+
+System.ComponentModel.lSynchronizelnvoke SynchronizationObject.Get()
+
+
+Example
+
+
+
+
+
+
+#
+
+
+#-
+
+# SCE CONFIDENTIAL
+
+# Home Development Kit (HDK) 1.70.0
+
+# Copyright (C) 2011 Sony Computer Entertainment Inc.
+
+# All Rights Reserved.
+
+# -
+
+#
+
+# First import the SynchronizationObject class
+
+from HdkApi.SceneEditor.Utilities import SynchronizationObject
+
+# We also use the communications classes in this example, so import them as well
+
+from HdkApi.Core.Communication import TargetManager, Target, TargetResult, TargetException
+
+class SyncObjectExample():
+def _init_(self) :
+
+# Create a timer
+
+self.timerlnterval = 30
+self.timer = Timer()
+
+self.timer.Interval = (1000/timerInterval)
+
+# Initialise the TargetManager so it is ready to be used
+TargetManager.Initialize()
+
+# Use the SynchronizationObject to force the Elapsed callback to run on the main Scene Editor
+
+thread
+
+# Normally the Elapsed callback would execute on a separate thread, but by setting the
+SynchronizingObject to
+
+# the main Scene Editor thread timerEvent will now be called on the Scene Editor thread
+
+instead
+
+self.timer.SynchronizingObject = SynchronizationObject.Get()
+self.timer.Elapsed += self.timerEvent
+def timerEvent(self, sender, arg) :
+
+# TargetManager can only be called on the thread it was created on (the main Scene Editor
+
+thread),
+
+# by setting the SynchronizingObject we know that it will be called on the correct thread
+TargetManager.ConnectToDefault ()
+
+
+
+
+
diff --git a/DEV/1.86 Docs/HDK Help Lua API HDK API.pdf b/DEV/1.86 Docs/HDK Help Lua API HDK API.pdf
new file mode 100644
index 0000000000000000000000000000000000000000..ec278e9680da4d39b91fe9fbc2bf4220939f24f3
--- /dev/null
+++ b/DEV/1.86 Docs/HDK Help Lua API HDK API.pdf
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:140003a43fc8459fd72f7d329717f2008919ca24d767e64c86f2acb31ac8e86c
+size 123934782
diff --git a/DEV/1.86 Docs/HDK Help Lua API HDK API_djvu.txt b/DEV/1.86 Docs/HDK Help Lua API HDK API_djvu.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3e1a5b02a89ee210d6eaf72134de2fda83990f04
--- /dev/null
+++ b/DEV/1.86 Docs/HDK Help Lua API HDK API_djvu.txt
@@ -0,0 +1,225266 @@
+1. HDK Help . 29
+
+1.1 Recent Changes in the HDK Help Wiki . 29
+
+1.2 Welcome . 30
+
+1.2.1 What’s New in this Release . 31
+
+1.2.2 What’s New in Lua . 33
+
+1.2.3 What’s New in the HDK API . 34
+
+1.2. 4 Known Issues . 34
+
+1.2. 5 Bug Fixes . 36
+
+1.3 Brand Guide Iines . 36
+
+1.4 Gett i ng Started . 37
+
+1.4.1 HDK Overview . 38
+
+1.4. 1.1 What is the Home Development Kit? . 39
+
+1.4. 1.2 Developing with the HDK . 40
+
+1.4.1.3 Art and Sound Tools . 41
+
+1.4.1.4 Animat ion Overview. 42
+
+1.4.1.5 Scripted Assets Overview . 42
+
+1.4. 1. 6 The Editors . 45
+
+1.4.1.7 Screens Overview . 46
+
+1.4.1.8 Character Components and Furniture Creation . 47
+
+1.4.1.9 Game Launching and Home Rewards . 48
+
+1.4.1.10 ProfiIing Overview . 49
+
+1.4. 2 Instal I ing the HDK . 49
+
+1.4.2.1 VaIidating the Installation . 57
+
+1.4.2.2 Content Folders . 57
+
+1.4.2.2.1 Creating Content Folders . 58
+
+1.4. 2. 2.2 Switching Content Folders . 60
+
+1.4.2.2.3 Upgrading Content Folders . 61
+
+1.4.2.3 Installing the Home Developer Package . 64
+
+1.4. 2. 4 Configuring the Network . 64
+
+1.4.2.5 Launching the Tools . 65
+
+1.4. 3 The Home Cl ient . 66
+
+1.4. 3.1 Launching the Home Developer SELF . 66
+
+1.4.3.2 Testing Content in Online Mode . 70
+
+1.4.3.3 Reference Tool Dip Switches . 72
+
+1.4. 3.4 The DEV DEBUG Menu. 73
+
+1.4. 3.5 The Debug Console . 74
+
+1.4.3.6 Taking Screenshots . 77
+
+1.4.3.7 Debug Console Command Reference . 78
+
+1.4.3.8 PIayStation®Home Error Codes . 82
+
+1.5 Objects . 84
+
+1.5.1 Active Items . 84
+
+1.5.1.1 Adding Mini-game Components . 86
+
+1.5.1.2 Adding Script Components. 89
+
+1.5.2 Portable Objects . 94
+
+1.5.3 Animation Packs . 94
+
+1.5.4 Locomotion Objects . 94
+
+1.5.4.1 Creating Locomotion Objects . 95
+
+1.5.4.2 Configuring Locomotion Objects . 98
+
+1.5.5 Resource Packs . 108
+
+1.5.5.1 Creating a Resource Pack . 110
+
+1.5.5.2 Managing Resource Packs in Script . 110
+
+1.5.5.3 Resource Pack Memory Management . Ill
+
+1.5. 5. 4 Resource Pack Validation Guidelines . Ill
+
+1.5.6 Embed Objects into Scenes . Ill
+
+1.5.6.1 Creating a Scene Object . 113
+
+1.5. 6.2 Defining Instance Parameters. 115
+
+1.5.7 Furniture and Decorations . 120
+
+1.5.7.1 Picture Frames and Wall Decorations . 120
+
+1.5.7.1.1 Picture Frames . 121
+
+1.5.7.1.2 Creating Picture Frames in Maya . 123
+
+1.5.7.1.3 Exporting Picture Frames . 128
+
+1.5.7.1.4 Adding Picture Hooks . 131
+
+1.5.7.1.5 Picture Frame Commerce and Regional Restrictions . 131
+
+1.5. 7. 2 Creating a Seat . 132
+
+1.5.7.3 Selecting Default Shaders for Furniture . 135
+
+1.5. 7. 4 Menu Categories for Furniture . 136
+
+1.5.7.5 Validating and Exporting Furniture . 137
+
+1.5.7.6 Textures for Furniture. 141
+
+1.5.7.7 The Furniture Shelf and Furniture Menu . 143
+
+1.5.7.8 Rules and Conventions for Modeling Furniture . 144
+
+1.5.7. 9 Creating a Lamp . 147
+
+1.5.8 Furniture Block System . 147
+
+1.5.8.1 Determining Active Item Resource Usage . 148
+
+1.5.8.2 Optimizing Actives Memory Usage . 152
+
+1.5. 9 Object Editor . 153
+
+1.5.9.1 Object Creation Workflow . 153
+
+1.5.9.2 Object Editor Interface . 155
+
+1.5.9.2.1 Object Search Panel . 157
+
+1.5.9. 2. 2 Object Summary Panel . 158
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+1.5. 9.2. 3 Object View Panel . 159
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+1.5. 9.2.4 HDK Project Panel . 160
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+1.5. 9. 2. 5 Output Panel . 161
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+1.5. 9.2. 6 Properties Panel . 161
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+1.5. 9.2. 7 Scripting Panel . 162
+
+1.5. 9. 2. 8 Viewer Panel . 162
+
+1.5.9.3 Setting Object Editor Preferences . 164
+
+1.5.9.4 Object Structure and Files . 166
+
+1.5.9.5 Working with HDK Project Files . 168
+
+1.5.9.5.1 Organizing Objects Using HDK Projects . 170
+
+1.5.9.5.2 Working with templates in Projects . 172
+
+1.5.9.6 Creating a New Object . 172
+
+1.5.9.7 Overwriting and Copying Objects . 175
+
+1.5.9.8 Viewing and Searching for Objects . 176
+
+1.5.9.9 Editing Multiple Objects . 180
+
+1.5.9.10 Completing the Object Header . 181
+
+1.5.9.11 Working with Object Components . 183
+
+1.5.9.12 Object Component Properties . 185
+
+1.5.9.12.1 Active Item Component . 188
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+1.5.9.12.2 Arcade Game Component . 189
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+1.5.9.12.3 Camera Component . 189
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+1.5.9.12.4 Clothing Component . 190
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+1.5.9.12.5 Entity Component . 190
+
+1.5.9.12.6 Event Timer Component . 190
+
+1.5.9.12.7 Furniture Component . 191
+
+1.5.9.12.8 Game Launch Component . 192
+
+1.5.9.12.9 Game Spawner Component . 193
+
+1.5.9.12.10 Header Component . 194
+
+1.5.9.12.11 Light Component . 195
+
+1.5.9.12.12 Lua Environment Component . 196
+
+1.5.9.12.13 Mini Game Component . 197
+
+1.5.9.12.14 Network Component . 197
+
+1.5.9.12.15 OSD Component . 198
+
+1.5.9.12.16 Pad Component . 199
+
+1.5.9.12.17 Particles Component . 199
+
+1.5.9.12.18 Rea I Time Game Component . 199
+
+1.5.9.12.19 Renderer Component . 203
+
+1.5.9.12.20 Repertoire Component . 203
+
+1.5.9.12.21 Resource Pack Component . 208
+
+1.5.9.12.22 Scene Object Component . 209
+
+1.5.9.12.23 Screen Component . 210
+
+1.5.9.12.24 Targetable Component . 210
+
+1.5.9.13 Managing Object Resources . 211
+
+1.5.9.13.1 Adding and Deleting Object Resources . 211
+
+1.5.9.13.2 Overriding Object Resources . 215
+
+1.5.9.13.3 Recovering Object Resource Files . 216
+
+1.5.9.14 Localizing Objects . 217
+
+1.5.9.15 Object Metadata . 221
+
+1.5.9.16 Compiling Scripts in the Object Editor or Scene Editor . 223
+
+1.5.9.17 Managing the User Inventory . 223
+
+1.5.9.18 Defining Animation Registers . 224
+
+1.5.9.19 Rewards and Commercial Items . 225
+
+1.5.9.20 Preparing Objects for Packaging . 227
+
+1.5.9.21 Packaging Objects. 232
+
+1.5.10 Game Components . 234
+
+1.5.10.1 Arcade Games . 234
+
+1.5.10.1.1 Rendering a Sprite . 236
+
+1.5.10.1.2 Animating a Sprite . 238
+
+1.5.10. 1.3 Adding Audio . 240
+
+1.5.10.1.4 Deploying an Arcade Game in a Scene . 241
+
+1.5.10.1.5 Deploying an Arcade Game in Furniture . 244
+
+1.5. 10. 2 Mini-games . 246
+
+1.5.10.2.1 Mini-game Design . 249
+
+1.5.10.2.2 Maximum Number of Players in Mini-Games . 253
+
+1.5.10.2.3 Example Mini-games . 255
+
+1.5.10.2.4 Queueing Best Practice . 257
+
+1.5.10.3 Realtime Games . 258
+
+1.5.10.3.1 Creating a Realtime Game . 259
+
+1.5.10.3.2 Joining a Realtime Game . 259
+
+1.5.10.3.3 Realtime Game Tokens . 260
+
+1.5.10.3.4 Realtime Network XML . 261
+
+1.5.10.3.5 Realtime Game Network Guidelines . 264
+
+1.5.10.3.6 Realtime Game Network XML Message Tips . 266
+
+1.5.10.3.7 Realtime Design Tips . 267
+
+1.5.11 Companion Objects . 268
+
+1.5.11.1 Creating Companion Objects . 270
+
+1.5.11.2 Adding Companion Names . 276
+
+1.5.11.3 Recreating Companion Objects . 276
+
+1.5.11.4 Companion Object Configuration File . 276
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+1.5.11.4.1 Local and Remote Models . 277
+
+1.5.11.4.2 Defining Particle Effects for Companions . 278
+
+1.5.11.4.3 Air Element . 279
+
+1.5.11.4.4 Ground Element . 282
+
+1.5.11.4.5 Companion Animations . 285
+
+1.5.11.4.6 Defining Sound Effects for Companions . 286
+
+1.5.11.4.7 Proport ion Attributes . 287
+
+1.5.11.4.8 Specifying a Twist Layer . 288
+
+1.5.11.4.9 Actions and Behaviours . 289
+
+1.5.11.5 Example Companion Configurations . 290
+
+1.5.11.5.1 Configuration 1 -Walk and Wait . 290
+
+1.5.11.5.2 Configuration 2 - Hop and Look . 291
+
+1.5.11.5.3 Configuration 3 - Roaming Behavior . 292
+
+1.5.11.5.4 Configuration 4 - Basic Air State . 293
+
+1.5.11.5.5 Configuration 5 - Multiple Air States . 294
+
+1.5.11.5.6 Configuration 6 — A11 Behavior States . 295
+
+1.5.11.6 Allocating Memory for Companions . 296
+
+1.5.12 Character Components . 298
+
+1.5.12.1 Character Component Creation Workflow . 299
+
+1.5.12.2 Character Component Types . 299
+
+1.5.12.2.1 Avatar Slots . 300
+
+1.5.12.2.2 Composite Character Components . 305
+
+1.5.12.2.3 Fitting Components Together . 311
+
+1.5.12.2.4 Menu Categories for Clothing . 312
+
+1.5.12.3 Creating a Character Component . 313
+
+1.5.12.4 Creating Headgear Components . 314
+
+1.5.12.4.1 Hair Creation Guidelines . 315
+
+1.5.12.4.2 Creating a Hat . 332
+
+1.5.12.4.3 Creating Headphones . 336
+
+1.5.12.4.4 Creating Jewelry . 339
+
+1.5.12.4.5 Creating Spectacles . 340
+
+1.5.12.4.6 Creating Facial Components . 348
+
+1.5.12.5 Bui Iding LODs. 349
+
+1.5.12.5.1 Bui Iding L0D 1 349
+
+1.5.12.5.2 Bui Iding LODs 2 and 3 356
+
+1.5.12.6 Creating Fat and Thin Targets. 360
+
+1.5.12.7 Applying Skinning and Weighting . 362
+
+1.5.12.8 Saving a Character Component . 368
+
+1.5.12.9 Exporting a Character Component . 368
+
+1.5.12.10 Previewing Character Components in PS Home . 373
+
+1.5.12.11 Character Component Creation Rules and Conventions . 377
+
+1.5.12.12 General Character Component Quality . 380
+
+1.5.12.13 Character Component Modeling Best Practice . 388
+
+1.5.12.14 Creating Object Variations with the Variation Editor . 389
+
+1.5.13 Game Launch Objects . 393
+
+1.5.13.1 Title IDs and Communication IDs. 394
+
+1.5.13.2 Developing a Game Launch Object . 395
+
+1.5.13.3 PS Home Game Launching Menu. 399
+
+1.5.13.4 The Game Launch Object Component . 400
+
+1.5.13.5 Static XML Game Launching . 403
+
+1.5.13.6 Custom Lua Scripted Game Launching . 408
+
+1.5.13.7 Supporting Game Launching in your Title . 410
+
+1.5.13.8 Launching From Mini-games . 413
+
+1.5.13.9 Game Launching Samples . 413
+
+1.5.13.10 Game Launching FAQs . 418
+
+1.5.14 Portable Items . 419
+
+1.5.14.1 Creating Portable Items . 419
+
+1.5.14.2 Configuring Portable Items . 421
+
+1.5.15 Avatar Interaction Packs . 423
+
+1.5.15.1 Creating Avatar Interaction Packs . 424
+
+1.5.15.2 Configuring Avatar Interaction Packs . 424
+
+1.5.16 Group Animation Packs . 427
+
+1.5.16.1 Creating Group Animation Packs . 428
+
+1.5.16.2 Configuring Group Animation Packs . 429
+
+1.5.17 Sound Packs . 431
+
+1.5.17.1 Creating Sound Packs . 432
+
+1.5.17.2 Configuring Sound Packs . 433
+
+1. 6 Scenes . 435
+
+1.6.1 PS Home Spaces . 436
+
+1.6.1.1 Designing a Home Space . 439
+
+1.6.1.2 Clubhouses . 444
+
+1.6.1.2.1 Creating Clubhouses . 445
+
+1.6.1.2.2 Adding a Club Bulletin Screen . 446
+
+1.6.1.2. 3 Testing Clubhouses . 447
+
+1.6.1.2. 4 Launching a Clubhouse . 448
+
+1.6.1.3 Regional and Global Instances . 449
+
+1.6.1.4 Scene Flags and Settings for Spaces . 450
+
+1. 6. 2 Environments . 451
+
+1.6.2.1 Environment Rules and Conventions . 452
+
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+1.6.2.2 Environments and Scale . 453
+
+1.6.2.3 Environment Lighting . 454
+
+1.6. 2. 4 Environment Lightmaps . 466
+
+1.6.2.5 Environment Textures . 484
+
+1.6.2.6 Shaders . 485
+
+1.6. 2. 7 Blend Shaders . 486
+
+1.6.2.7.1 Creating Textures for the Blend Shader . 486
+
+1.6. 2. 7.2 Setting up the Blend Shader . 487
+
+1.6. 2. 7.3 Assigning a Color Set to a Shader . 489
+
+1.6. 2. 7.4 Painting Vertex Color onto the Model . 490
+
+1.6. 2. 7.5 Blend Shader Settings . 493
+
+1.6.2.8 Validating and Exporting Environments . 495
+
+1.6.2.9 Imogen - PS Home Distributed Lighting Exporter . 500
+
+1.6. 2. 9.1 Imogen Requirements . 500
+
+1.6. 2. 9.2 Imogen Overview . 501
+
+1.6.2.9.3 Installing the Imogen Client . 503
+
+1.6. 2. 9.4 Installing the Imogen Slaves . 503
+
+1.6.2.9.5 Installing the Imogen Coordinator . 504
+
+1.6. 2.9.6 Displaying the Imogen Control Panel . 504
+
+1.6.2.9.7 Displaying the Imogen Peers Dialog . 505
+
+1.6.2.9.8 Validating and Exporting for Imogen Distributed Lighting Exporter . 506
+
+1.6.2.9.9 Notes and Troubleshooting . 509
+
+1. 6. 3 Scene Editor . 509
+
+1.6.3.1 Scene Editor Interface . 510
+
+1.6.3.1.1 Scene Editor Design View . 510
+
+1.6. 3.1.2 Scene Editor Navigation . 511
+
+1.6. 3. 1.3 Scene Editor Panels . 511
+
+1.6. 3.1.4 Scene Editor Toolbar Buttons . 516
+
+1.6.3.2 Setting Scene Editor Preferences . 520
+
+1.6.3.3 Opening Scenes in the Scene Editor . 523
+
+1.6. 3.4 Adding Objects to a Scene . 525
+
+1.6.3.5 Adding Assets to a Scene . 526
+
+1.6.3.6 Working With Objects in a Scene . 528
+
+1.6.3. 7 Game Object Types . 529
+
+1.6. 3.8 Scene, Object and Asset Properties. 540
+
+1.6.3.9 Downloading Objects with Scenes . 552
+
+1.6.3.10 Dynamic Spawning . 555
+
+1.6.3.11 Targeting System . 559
+
+1.6.3.12 Launching a Scene in PS Home . 566
+
+1.6.3.13 Preparing Scenes for Packaging . 569
+
+1.6.3.14 Packaging Scenes . 576
+
+1.7 Scripted Content . 577
+
+1.7.1 Lua Scripting . 578
+
+1.7.1.1 Scene Scripting . 578
+
+1.7.1.2 Object Scripting . 580
+
+1.7.1.3 Lua Resources . 582
+
+1.7. 1.4 Compiling Scripts When Packaging. 588
+
+1.7.1.5 Profiling Lua Scripts . 590
+
+1.7.1.6 Scripting Tips . 594
+
+1.7.1.7 Debugging Lua Script using SLED . 595
+
+1.7.1.7.1 Debug Library and Public Library . 595
+
+1.7.1.7.2 Launching the .self in Debug Mode . 599
+
+1.7.1.7.3 Creating and Managing Projects . 601
+
+1.7.1.7.4 Creating and Managing Lua Scripts . 603
+
+1.7.1.7.5 Preparing Scripts for Debugging . 605
+
+1.7.1.7.6 Setting Breakpoints . 606
+
+1.7.1.7.7 Controlling Script Execution . 607
+
+1. 7.1.7.8 Monitoring Variables . 608
+
+1.7.1.7.9 Debugging using SLED - Example . 609
+
+1.7.1.8 Lua Garbage Collection . 612
+
+1.7.1.8.1 Managing Garbage Collection . 615
+
+1. 7. 2 Lua Features . 621
+
+1.7.2.1 Object Information . 622
+
+1.7.2.2 Scene Information . 623
+
+1.7.2.3 System Information . 624
+
+1.7.2.4 Person Information . 625
+
+1.7.2.5 Retrieving Object Metadata . 627
+
+1.7.2.6 Lobby Instances . 628
+
+1.7.2.7 Relocating to Instances . 630
+
+1.7.2.8 Managing Groups . 632
+
+1.7.2.8.1 Using the GroupDoor Library . 633
+
+1.7.2.9 Using the Clubs Library . 639
+
+1.7.2.10 Adding Dynamic Lighting . 647
+
+1.7.2.11 2D Blending. 651
+
+1.7.2.12 Rendering 3D Graphics . 655
+
+1.7.2.13 Customizing Displays . 656
+
+1.7.2.14 Setting the Rendered Text Font . 657
+
+1.7.2.15 Using the 0SK Library. 658
+
+1.7.2.16 Using the XMB™ Media Lua Library . 658
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+1.7.2.17 PS Home Camera . 661
+
+1.7.2.18 Adding Network Communication . 664
+
+1.7. 2. 19 DME Limits . 672
+
+1.7.2.20 Additional Guides on Scripting . 673
+
+1.7.2.21 Intersection Testing . 673
+
+1.7.3 HDK API Scripting . 676
+
+1.7. 3.1 Running Scr ipts . 676
+
+1.7.3.2 Importing Python Scripts . 677
+
+1.7.3.3 Custom UI Elements. 678
+
+1.7. 3.4 Custom Menu Example . 680
+
+1.7. 3. 5 HDK API Guidelines. 682
+
+1.7.3.6 HDK API Executable. 682
+
+1.8 Animation and Effects . 683
+
+1.8.1 Sky Design . 684
+
+1.8.1.1 Sky Design Workflow . 686
+
+1.8.1.2 Example Sky Scene Files . 687
+
+1.8. 1.3 Home Cloud Modeler UI . 687
+
+1.8.1.4 Sky Tool UI . 696
+
+1.8.1.5 Creating a Home Sky . 708
+
+1.8.1.6 View Your Sky . 723
+
+1.8.1.7 Adding Sky to Your Scene. 727
+
+1.8.1.8 Sky Prof i I ing . 730
+
+1.8.1.9 Sky Design UI Nodes . 734
+
+1.8.1.10 Atmosphere Lua Reference . 744
+
+1.8.1.11 Sky Design Quick Start Tutorial . 748
+
+1.8.1.11.1 Initializing a Home Sky Scene . 749
+
+1.8.1.11.2 Creating Background Sky Color . 751
+
+1.8.1.11.3 Creating High Wispy Clouds . 752
+
+1.8.1.11.4 Creating Particle Cloud Dome . 755
+
+1.8.1.11.5 Creating Sky Fog . 757
+
+1.8.1.11.6 Creating Scene Fog . 758
+
+1.8.1.11.7 Exporting and Viewing the Sky on the PlayStation®3 . 759
+
+1.8.2 ATG Particle Effects Tool . 759
+
+1.8.2.1 ATG Particle Effects Tool Interface . 760
+
+1.8.2.2 Particle Effect Nodes . 761
+
+1.8.2.3 Working with Particle Effects . 767
+
+1.8. 2. 4 Creating a Particle Effect. 768
+
+1.8.2.5 Using Shapers in Particle Effects . 773
+
+1.8.2.6 Particle Effect Console Commands . 775
+
+1.8.2.7 Particle Effects Profiling . 775
+
+1.8.2.8 Exporting Particle Effects . 776
+
+1.8.3 Avatar Animation . 777
+
+1.8.3.1 Avatar Animation Repertoires . 777
+
+1.8.3.1.1 Repertoire - Relationships . 778
+
+1.8. 3.1.2 Repertoires - Actions & Behaviors . 779
+
+1.8.3.1.3 Repertoires - Animation Resources . 784
+
+1.8. 3.1.4 Repertoires - Blend Tree Animation. 785
+
+1.8.3.1.5 Repertoires - Conditions . 787
+
+1.8.3.1.6 Repertoires - Output Nodes . 792
+
+1.8.3.2 Repertoire Editor . 794
+
+1.8.3.2.1 Repertoire Editor Interface . 796
+
+1.8. 3.2.2 Adding a Repertoire . 801
+
+1.8.3.2.3 Adding an Animation Resource . 803
+
+1.8. 3. 2.4 Repertoire Act ions . 804
+
+1.8.3.2.5 Repertoire Behaviours . 805
+
+1.8. 3.2. 6 Repertoire Editor’s Output Node . 807
+
+1.8.3.2.7 Repertoire Conditions and Logic . 809
+
+1.8. 3.2.8 Repertoire Condition Rules . 816
+
+1.8.3.2.9 Repertoire Locomotions . 818
+
+1.8.3.2.10 Repertoire Emotes . 822
+
+1.8.3.2.11 Repertoire Emote Localization . 827
+
+1.8.3.2.12 Repertoire Transitions . 828
+
+1.8.3.2.13 Repertoire States . 829
+
+1.8. 3. 2.14 Repertoire Animation Blending Workflow . 832
+
+1.8.3.2.15 Repertoire Animation Blending . 832
+
+1.8.3.2.16 VaIidating Repertoires . 834
+
+1.8.3.2.17 Viewing Repertoires in PS Home . 835
+
+1.8.3.2.18 Accessing Repertoires in Script . 836
+
+1.8.3.2.19 Repertoire Editor Node Reference . 837
+
+1.8.3.3 Avatar Animation Packs . 848
+
+1.8.4 Other Animation and Animation Effects . 850
+
+1.8.4.1 Creating a Simple Animated Object . 851
+
+1.8.4.2 Exporting a Simple Animated Object . 853
+
+1.8.4.3 Creating an Entity with a Simple Animated Object . 854
+
+1.8.4.4 Scripted Entity Animation . 857
+
+1.8.4.5 Scripted Material Animations . 861
+
+1.8.4.5.1 Scripted Material Animation Example . 863
+
+1.9 Media . 866
+
+1.9.1 Media Memory Usage . 867
+
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+
+1.9.2 Media Formats for PS Home . 872
+
+1.9.2.1 Image Formats . 872
+
+1.9.2.2 Video Formats . 874
+
+1.9.2.3 Audio Formats . 882
+
+1.9.2.4 Media Format Reference . 883
+
+1.9.3 Introduction to Audio . 883
+
+1.9.3.1 Creating an Audio Asset . 883
+
+1.9.3.2 Adding Sounds to a Scene . 884
+
+1.9.3.3 Adding Audio Assets to a Scene . 886
+
+1.9. 3.4 Working with Sound Objects. 889
+
+1.9.4 Introduction to Screens . 891
+
+1.9.4.1 Screen Types . 891
+
+1.9.4. 2 Creating Screens. 893
+
+1.9.4.3 Streaming Content on Screens . 898
+
+1.9.4.4 Troubleshooting Screens . 901
+
+1.9.4.5 HSML Fi le Format. 901
+
+1.9.4.6 Media RSS File Specification . 902
+
+1.9.4.7 Screen Format Quick Reference . 905
+
+1.9.5 Video Recorder . 906
+
+1.9. 5.1 Upload Videos to the Web. 910
+
+1.9.5.2 Video Recorder Guidelines and Tips . 913
+
+1.9.5.3 Video Recorder Reference . 913
+
+1.9.6 VCR . 916
+
+1.10 Art Tools . 917
+
+1.10. 1 Maya and the HDK . 917
+
+1.10.1.1 Maya Workflows . 919
+
+1.10.1.1.1 General Maya Operations . 919
+
+1.10.1.1.2 Smooth Edge Optimization . 920
+
+1.10.1.1.3 Environment Optimization . 923
+
+1.10.1.2 The Maya Interface . 925
+
+1.10.1.2.1 Home.Env Shelf . 925
+
+1.10.1.2.2 Home.Char Shelf. 927
+
+1.10. 1.2.3 Home_Furn Shelf. 928
+
+1.10.1.2. 4 Home_AvatarAnim Shelf. 929
+
+1.10.1.2.5 Home Drop-down Menu . 929
+
+1.10.1.3 Geometry Guidelines . 934
+
+1.10.1.4 Maya Textures. 934
+
+1.10.1.5 Maya File Structure. 939
+
+1.10.1.6 Validating and Exporting in Maya . 940
+
+1.10.1.7 Export Profiles . 946
+
+1.10.1.7.1 Maya Avatar Animation Scene . 946
+
+1.10.1.7.2 Maya Character Component Scene . 947
+
+1.10.1.7.3 Maya Environment Scene . 947
+
+1.10.1.7.4 Maya Furniture Scene . 948
+
+1.10.1.7.5 Maya Joint Animation Scene . 949
+
+1.10.1.7.6 Maya Model Scene . 950
+
+1.10.1.7.7 Maya Prelit Model Scene . 950
+
+1.10.1.7.8 Maya Rigid Body Animation . 951
+
+1.10.2 Animation Tools . 952
+
+1.10.2.1 Animation Compression Tools . 952
+
+1.10.2.2 Avatar Animation Tools . 954
+
+1.10.2.2.1 Avatar Animation - Creating and Exporting . 955
+
+1.10.2.2.2 Avatar Animation Puppet Poser . 960
+
+1.10.2.2.3 Avatar Animation Puppet Rig. 961
+
+1.10.2.2.4 Optimizing Animation to Reduce Memory Usage . 964
+
+1.10.2.3 Joint Animation and Rigid Body Animation . 970
+
+1.10.3 Character Tools . 971
+
+1.10.3.1 Vertex Normal Tool . 972
+
+1.10.3.2 Weighting Tool . 974
+
+1.10.3.3 Replace Fat and Thin Blend Shapes . 975
+
+1.10.3.4 Character Component Reference . 976
+
+1.10.3.4.1 Character Component Facial Hair . 977
+
+1.10.3.4.2 Character Component Hair . 978
+
+1.10.3.4.3 Character Component Headgear . 979
+
+1.10.3.4.4 Character Component Headdress . 980
+
+1.10.3.4.5 Character Component Full Headdress . 981
+
+1.10.3.4.6 Character Component Jewellery (Left Ear) (Right Ear) . 982
+
+1.10.3.4.7 Character Component Spectacles . 983
+
+1.10.3.4.8 Character Component HeadPhones . 984
+
+1.10.3.4.9 Character Component Hands . 985
+
+1.10.3.4.10 Character Component Torso . 986
+
+1.10.3.4.11 Character Component Legs . 987
+
+1.10.3.4.12 Character Component Feet . 988
+
+1.10.3.4.13 Character Component Torso & Legs . 989
+
+1.10.3.4.14 Character Component Legs & Feet . 990
+
+1.10.3.4.15 Character Component Torso & Legs & Feet . 991
+
+1.10.3.4.16 Character Component FullBodySuit . 992
+
+1.10.4 Furniture Tools . 993
+
+1.10.4.1 Furniture Actives and Arcades . 994
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+1.10.4.2 Furniture Chairs and Seating . 995
+
+1.10.4.3 Furniture Lamps and Lights . 996
+
+1.10.4.3.1 Maya Light Mask Baking . 998
+
+1.10.4.4 Furniture Picture Frames and Wall Decorations . 100
+
+1.10.5 Environment Tools . 100
+
+1.10. 5. 1 Maya Lights. 100
+
+1.10.5.2 Lighting Set Editor. 100
+
+1.10.5.3 Dynamic Reflection Editor . 100
+
+1.10.5.4 L0D Groups and LODs. 100
+
+1.10.5.5 Atgi Locators. 100
+
+1.10.5.6 Creating Particle Locators . 101
+
+1.10.5.7 Cloth Simulation for Meshes . 101
+
+1.10.6 Static Lighitng (Prelit Meshes) . 101
+
+1.10.6.1 Lighting Optimization . 102
+
+1.10.6.2 Light Probe Dynamic Lighting . 102
+
+1.10.6.3 Static Lighting Export Settings . 102
+
+1.10.6.4 Static Lighting RNM and L0M. 103
+
+1.10.7 Shader Reference . 103
+
+1.10.7.1 Prel it Default . 103
+
+1.10.7.2 Prel it Glass . 103
+
+1.10.7.3 Prel it Blend . 103
+
+1.10. 7.4 Default. 104
+
+1. 10. 7. 5 Glass. 104
+
+1.10. 7. 6 Blend. 104
+
+1.10.7.7 Hair . 104
+
+1.10. 7.8 Water. 104
+
+1.10.7.9 Skin . 105
+
+1.10.7.10 Emissive. 105
+
+1.10.7.11 Render State. 105
+
+1.10.7.12 Texture Scrolling and Flipbook Animation . 105
+
+1.10.7.13 Shader Parameters - Tinting . 105
+
+1.10.7.14 Lighting Tab. 105
+
+1.10.7.15 Real Time Reflections . 105
+
+1.10.7.16 Blend Shader Blending . 106
+
+1.10.7.17 Environment Maps . 106
+
+1.10. 7.18 Lightmap UV set 2 . 106
+
+1.10.7.19 Vertex Alpha . 106
+
+1.10.8 Col Iision Tools . 106
+
+1.10.8.1 Primitive Collision & Mesh Collision . 107
+
+1.10.8.2 Collision For Active Items . 107
+
+1.10.8.3 Collision For Furniture and Objects . 107
+
+1.10.8.4 Collision For Companions . 107
+
+1.10.8.5 Collision For Environments . 107
+
+1.10.8.6 Collision For Avatars. 107
+
+1.10.8.7 Customize Collision Filter . 107
+
+1.10.8.8 Scripting and Debugging Collision . 108
+
+1.10.8.8.1 Lua Collision Functions . 108
+
+1.10.8.8.2 Debugging Collision Items . 108
+
+1.10.8.9 Collision Requirements and Recommendations . 108
+
+1.10.9 Optional Home Tools . 108
+
+1.10.9.1 Source Animation Reference Tool . 108
+
+1.11 Testing, Validating and Submitting Content . 108
+
+1.11.1 Content Requirements . 108
+
+1.11.1.1 Memory Limits . 108
+
+1.11.1.1.1 Memory Limits for Spaces . 108
+
+1.11.1.1.2 Memory Limits for Scripted Objects . 109
+
+1.11.1.1.3 Memory Limits for Non-Scripted Objects . 109
+
+1.11.1.2 Models and Meshes . 109
+
+1.11.1.3 Dimensions . 109
+
+1.11.1.4 ThumbnaiIs . 110
+
+1.11.1.4.1 Scene Thumbnails . 110
+
+1.11.1.4.2 Navigator Thumbnails . 110
+
+1.11.1.4.3 Furniture Thumbnails . 110
+
+1. 11. 1.4. 4 Clothing ThumbnaiIs . Ill
+
+1.11.1.4.5 Companion Thumbnails . 112
+
+1.11.1.4.6 Active Item ThumbnaiIs . 112
+
+1.11.1.4.7 Unusual Thumbnails . 112
+
+1.11.1.5 Age Restrictions . 112
+
+1.11.1.6 General Design Guidelines . 112
+
+1.11.1.7 Save Data Guidelines . 112
+
+1.11.1.8 Non-Player Character Guidelines . 112
+
+1.11.2 Profiling in the Client . 112
+
+1.11.2.1 Profi le GUI. 113
+
+1.11.2.2 Character Viewer . 113
+
+1.11.2.3 HDK Browser. 114
+
+1.11.2.4 ProfiIing Scenes . 114
+
+1.11.2.4.1 PPU Statistics . 114
+
+1.11.2.4.2 Dev Debug Console Commands . 114
+
+1.11.2. 4. 3 Frame Rate . 114
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+
+1.11.2. 4. 4 ProfiIing Particles . 115
+
+1.11.2.5 ProfiIing Objects . 115
+
+1.11.2.5.1 Individual Non-Scripted Objects . 115
+
+1.11.2.5.2 Profiling Character Components . 115
+
+1.11.2.5.3 Profiling Companion Objects . 115
+
+1.11.2.5.4 Objects with Network Components . 115
+
+1.11.2.6 Command Line Batch Packaging . 115
+
+1.11.2.7 Batch Validator . 115
+
+1.11.2.7.1 Launching and Running the Batch Validator . 116
+
+1.11.2.7.2 Batch Validator Metrics . 116
+
+1.11.2.7.3 Batch Validator Results . 116
+
+1.11.2.7.4 Using the Batch Validator for Furniture and Clothing . 116
+
+1.11.2.7.5 Batch Validator Clothing Limits . 116
+
+1.11.3 HDK Tools Validations . 117
+
+1.11.3.1 Global Validations . 117
+
+1. 11.3.2 Model Validations. 117
+
+1.11.3.3 Space Validations . 117
+
+1.11.3. 4 Character Components (Clothing) Validations. 118
+
+1.11.3.5 Custom Avatar Animation Validations . 118
+
+1.11.3.6 Furniture Validations . 118
+
+1.11.3.7 Active Item Validations . 119
+
+1.11.3.8 Object Editor Validations . 119
+
+1.11.3.9 Scene Editor Validations . 119
+
+1.11.4 Submission Testing and the CDS . 120
+
+1.11.4.1 Submission FAQs . 120
+
+1.11.5 Using TTY for Debugging . 120
+
+1.11.6 Launching and Testing Content . 120
+
+1.12 Systems and Services . 120
+
+1.12.1 Collision in PS Home . 120
+
+1.12.1.1 Seating and Collision . 120
+
+1.12.2 PS Home Physics . 120
+
+1.12.2.1 Client Update Rates . 120
+
+1.12.2.2 Pulse Forces . 121
+
+1.12.2.3 Out of Date Physics Updates. 121
+
+1.12.2.4 Physics Functions. 121
+
+1.12.3 Chat System in PS Home . 121
+
+1.12.3.1 Channels . 121
+
+1.12.4 Network Platform . 121
+
+1. 12.4. 1 NP Lua API . 121
+
+1.12.4.2 Using the Async Library. 121
+
+1.12.4.3 NP Request Queue . 122
+
+1.12.4.4 NP Entitlements. 122
+
+1.12.4.5 NP Ranking . 122
+
+1.12.4.6 NP Ticketing . 122
+
+1.12.4.7 NP Ticketing Test Server . 122
+
+1.12.4.8 NP Title User Storage. 122
+
+1.12.4. 9 NP Trophy. 122
+
+1.12.4.10 NP Best Practices . 122
+
+1.12.4.11 NP Restr ict ions . 123
+
+1.12.4.12 Example - NP Ticketing Mini-game . 123
+
+1.12.5 Launch into PS Home from XMB™ or PS3 Title . 123
+
+1.12.5.1 Returning to PS Home from PS3 Title - Game Return. 123
+
+1.12.5.2 Launch into PS Home from XMB™. 123
+
+1.12.5.3 Testing Game Return. 123
+
+1.12.6 The DUALSHOCK<3 Controller . 123
+
+1.12.6.1 Handling User Input. 123
+
+1.12.6.2 Pad Icons in Localization . 124
+
+1.12.7 OSD (On Screen Display) Lua Library . 124
+
+1.12.7.1 OSD Elements . 124
+
+1.12.7.2 Creating OSD Elements. 124
+
+1.12.7.3 Blocked OSD Functions. 125
+
+1.12.7.4 Create Custom OSD Elements with XML . 125
+
+1.12.7.5 Troubleshooting OSD Elements . 125
+
+1.12.7.6 OSD Reference . 125
+
+1.12.8 PS Home Rewards . 125
+
+1.12.8.1 Rewards Entitlement ID . 125
+
+1.12.8.2 Awarding Reward Tickets. 125
+
+1.12.8.3 Collecting Reward Tickets . 126
+
+1.12.9 Commerce in PS Home . 126
+
+1.12.9.1 Developing and Publishing Commerce Content . 126
+
+1.12.9.2 Creating a Commerce Point . 126
+
+1.12.9.3 Types of Commerce. 127
+
+1.12.9.4 Quick Purchase . 127
+
+1.12.9.5 Troubleshooting Commerce Content . 127
+
+1.12.10 Save Data Service . 127
+
+1.13 Lua API Reference . 127
+
+1.13.1 Misc . 127
+
+1.13.1.1 Const. 127
+
+1.13.1.2 CreateTable . 127
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+1.13.1.3 DebugGetProfileTime . 127
+
+1.13.1.4 GetDeltaTime . 127
+
+1.13.1.5 GetlnstanceTime . 127
+
+1.13.1.6 GetThreadld . 127
+
+1.13.1.7 IsPaused . 127
+
+1.13.1.8 KillThread . 127
+
+1.13.1.9 LoadLibrary . 128
+
+1.13.1.10 Pause . 128
+
+1.13.1.11 Resume. 128
+
+1.13.1.12 Sleep . 128
+
+1.13.1.13 SpawnFunction . 128
+
+1.13.1.14 Type. 128
+
+1.13.2 Active . 128
+
+1.13.2.1 Act i ve. GetEnt i ty . 128
+
+1.13.2.2 Act i ve. GetMaxSaveDataS i ze. 128
+
+1.13. 2. 3 Act i ve. IsMoving. 128
+
+1.13. 2. 4 Active. IsSafeVolumelntersected . 128
+
+1.13.2.5 Active. IsSaveDataAccess. 128
+
+1.13. 2. 6 Act i ve. Isllpr ight . 128
+
+1.13. 2. 7 Act i ve. LoadData. 128
+
+1.13. 2. 8 Act i ve. SaveData. 128
+
+1.13. 3 ActivityChannel . 128
+
+1.13.3.1 ActivityChannel. GetConnectionState . 128
+
+1.13.3.2 ActivityChannel. Initialize . 128
+
+1.13.3.3 ActivityChannel. SetCommunicationPermissions. 128
+
+1.13. 3. 4 ActivityChannel. SetTitie . 129
+
+1. 13. 4 Animation . 129
+
+1.13.4.1 Animation. Create . 129
+
+1.13.4.2 Animation. GetBIendState. 129
+
+1.13.4.3 Animation. GetBlendTime . 129
+
+1.13.4.4 Animation. GetBIendWeight . 129
+
+1.13.4.5 Animation. GetDuration. 129
+
+1.13.4.6 Animation. GetName. 129
+
+1.13.4.7 Animation. GetPlaybackRate. 129
+
+1.13.4.8 Animation. GetTime. 129
+
+1.13.4.9 Animation. IsValid. 129
+
+1.13.4.10 Animation. SetBIendWeight. 129
+
+1.13.4.11 Animat ion. SetLoopCalI back . 129
+
+1.13.4.12 Animation. SetPlaybackRate . 129
+
+1.13.4.13 Animat ion. SetTime . 129
+
+1. 13. 5 ArcadeGame . 129
+
+1.13.5.1 ArcadeGame. Enab I eMI aa. 129
+
+1.13.5.2 ArcadeGame. EnableSceneRender . 129
+
+1.13.5.3 ArcadeGame. EnabIeVsync . 129
+
+1.13.5.4 ArcadeGame. GetScreen . 130
+
+1.13.5.5 ArcadeGame. LeaveGame . 130
+
+1.13.6 AsyncCommand . 130
+
+1.13.6.1 AsyncCommand. Cance I . 130
+
+1.13.6.2 AsyncCommand. Create. 130
+
+1.13.6.3 AsyncCommand. Execute . 130
+
+1.13.6.4 AsyncCommand. GetErrorCode. 130
+
+1.13.6.5 AsyncCommand. GetNpErrorCode. 130
+
+1.13.6.6 AsyncCommand. GetResuItCount. 130
+
+1.13.6.7 AsyncCommand. GetResuIts. 130
+
+1.13.6.8 AsyncCommand. IsFinished. 130
+
+1.13.6.9 AsyncCommand. IsInProgress. 130
+
+1.13.6.10 AsyncCommand. Succeeded. 130
+
+1.13.7 AsyncContext . 130
+
+1.13.7.1 AsyncContext. Create. 130
+
+1. 13. 8 Atmos . 130
+
+1.13.8.1 Atmos. GetParam . 130
+
+1.13.8.2 Atmos. SetParam . 130
+
+1.13.9 Base64 . 130
+
+1.13.9.1 Base64. Decode. 130
+
+1.13.9.2 Base64. DecodeFromString. 131
+
+1.13.9.3 Base64. Encode. 131
+
+1.13. 10 BasicGenx . 131
+
+1.13.10.1 BasicGenx. AddAttribute. 131
+
+1.13.10.2 BasicGenx. AddAttributelnt . 131
+
+1.13.10.3 BasicGenx. AddText . 131
+
+1.13.10.4 BasicGenx. AddTextAsInt. 131
+
+1.13.10.5 BasicGenx. CheckText . 131
+
+1.13.10. 6 BasicGenx. Create. 131
+
+1.13.10. 7 BasicGenx. EndDocument . 131
+
+1.13.10. 8 BasicGenx. EndEIement. 131
+
+1.13.10.9 BasicGenx. StartDocument . 131
+
+1.13.10.10 BasicGenx. StartEIement . 131
+
+1.13.11 Biglnt . 131
+
+1.13.11.1 Biglnt. Add. 131
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+1.13.11.2 Biglnt. And. 131
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+1.13.11.3 Biglnt. AsHexString. 131
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+1. 13. 11.4 Biglnt. Create . 132
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+1.13.11.5 Biglnt. Divide . 132
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+1.13.11.6 Biglnt. GetBit . 132
+
+1.13.11.7 Biglnt. Multiply . 132
+
+1.13.11.8 Biglnt. Negate . 132
+
+1.13.11.9 Biglnt.Not. 132
+
+1.13.11.10 Biglnt. Or. 132
+
+1.13.11.11 Biglnt. Set . 132
+
+1.13.11.12 Biglnt. SetBit. 132
+
+1.13.11.13 Biglnt. SetZero . 132
+
+1.13.11.14 Biglnt. ShiftLeft . 132
+
+1.13.11.15 Biglnt. ShiftRight. 132
+
+1.13.11.16 Biglnt. Subtract. 132
+
+1.13.11.17 Biglnt. ToNumber. 132
+
+1.13. 11. 18 Biglnt. Xor . 132
+
+1.13. 12 Camera . 132
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+1.13.12.1 Camera. Act ivate . 132
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+1.13.12.2 Camera. AttachToParent . 132
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+1.13.12.3 Camera. Create . 132
+
+1.13.12.4 Camera. Deactivate . 133
+
+1.13.12.5 Camera.EnableAvatarCameraSync . 133
+
+1.13.12.6 Camera. GetlnverseViewMatrix . 133
+
+1.13.12.7 Camera. GetLookAtPosition. 133
+
+1.13.12.8 Camera. GetPosition. 133
+
+1.13.12.9 Camera. GetProjectionMatr ix. 133
+
+1.13.12.10 Camera. GetViewMatrix . 133
+
+1.13.12.11 Camera.GetViewPortFOV . 133
+
+1.13.12.12 Camera. GetViewPortZFar . 133
+
+1.13.12.13 Camera. GetViewPortZNear. 133
+
+1.13.12. 14 Camera. IsActivated . 133
+
+1.13.12.15 Camera. SetLookAtPosition . 133
+
+1.13.12.16 Camera. SetPosition . 133
+
+1.13.12.17 Camera. SetViewPortAspect . 133
+
+1.13.12.18 Camera. SetViewPortFOV. 133
+
+1.13.12.19 Camera. SetViewPortZFar . 133
+
+1.13.12.20 Camera. SetViewPortZNear. 133
+
+1.13. 13 Cloth . 133
+
+1.13.13.1 Cloth. SetWindAngle. 133
+
+1.13. 14 Clubs . 134
+
+1.13.14.1 Clubs. GetClubCount. 134
+
+1.13.14.2 Clubs. GetClublnfo . 134
+
+1.13.14.3 Clubs. GetClubList . 134
+
+1.13.14.4 Clubs. GetlnstanceMemberList . 134
+
+1.13.14.5 Clubs. GetMemberCount. 134
+
+1.13.14. 6 Clubs. GetMemberInfo . 134
+
+1.13.14. 7 Clubs. GetMemberList . 134
+
+1.13.14.8 Clubs. IsRefreshed . 134
+
+1.13.14. 9 Clubs. IsRefreshing. 134
+
+1.13.14. 10 Clubs. RequestRefresh . 134
+
+1.13. 15 Col Iision . 134
+
+1.13.15.1 Col I ision. Create. 134
+
+1.13.15.2 Co 11ision. Cr eateLinearCast. 134
+
+1.13.15.3 Collision. CreateRaycast . 135
+
+1.13. 16 Debug . 135
+
+1.13.16.1 Debug.ArcadeGameGetActive . 135
+
+1.13.16.2 Debug.ArcadeGameLoad . 135
+
+1.13.16.3 Debug.ArcadeGameReset . 135
+
+1.13.16. 4 Debug.ArcadeGameSetBorderColor. 135
+
+1.13.16.5 Debug.DebuggerRegister . 135
+
+1.13.16.6 Debug.DebuggerSetupProject . 135
+
+1.13.16. 7 Debug. DebuggerllnRegi ster. 135
+
+1.13.16. 8 Debug. DrawBox3d . 135
+
+1.13.16.9 Debug. DrawCone3d. 135
+
+1.13.16.10 Debug. DrawCylinder3d . 135
+
+1.13.16.11 Debug. DrawL i ne3d . 135
+
+1.13.16. 12 Debug. DrawQuad3d . 135
+
+1.13.16. 13 Debug. DrawRect . 135
+
+1.13.16.14 Debug. DrawSphere3d . 135
+
+1.13.16. 15 Debug. DrawText . 136
+
+1.13.16. 16 Debug. DrawTr i ang I e3d . 136
+
+1.13.16. 17 Debug. GetDevMode . 136
+
+1.13. 16. 18 Debug. GetStack . 136
+
+1.13.16.19 Debug. GetThreadlds . 136
+
+1.13.16.20 Debug. GetWorIdToScreen . 136
+
+1.13.16.21 Debug. KeyIsHeId. 136
+
+1.13.16.22 Debug. KeylsPressed . 136
+
+1.13.16. 23 Debug. Key IsRe I eased. 136
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+1.13.16. 24 Debug. MemGetLargestBIock . 136
+
+1.13.16. 25 Debug. MemGetTotal . 136
+
+1. 13. 16. 26 Debug. MemGetUsed . 136
+
+1.13.16.27 Debug. MiniGameGetActive. 136
+
+1.13.16.28 Debug. MiniGameGetCIosest . 136
+
+1.13.16.29 Debug. Mini GameReset. 136
+
+1.13.16.30 Debug. MouseGetVeIocityX. 136
+
+1.13.16.31 Debug. MouseGetVe loci tyY. 137
+
+1.13.16.32 Debug. MouselsButtonHeld. 137
+
+1.13.16.33 Debug. MouselsButtonPressed . 137
+
+1.13.16. 34 Debug. MouselsButtonReI eased. 137
+
+1.13.16. 35 Debug. RunScr ipt. 137
+
+1.13.16.36 Debug. ScenelsReady . 137
+
+1.13.16. 37 Debug. SceneReset . 137
+
+1.13.16.38 Debug. ScreenSetContent . 137
+
+1.13.16.39 Debug. SetErrorCalI back . 137
+
+1. 13. 16. 40 Debug. System . 137
+
+1.13. 17 Entity . 137
+
+1.13.17.1 Entity. ApplyAngularImpulse. 137
+
+1.13.17.2 Entity. AppIyImpuIse . 137
+
+1.13.17.3 Entity. AttachPersonLabel . 137
+
+1.13.17.4 Entity. AttachToBone . 137
+
+1.13.17.5 Entity. AttachToParent . 137
+
+1.13.17.6 Entity. BlendAnimln. 137
+
+1.13.17.7 Ent i ty. BI endAn i mOut . 138
+
+1.13.17. 8 Entity. Copy . 138
+
+1.13.17.9 Ent ity. Create . 138
+
+1.13.17.10 Entity.CreateForceAction . 138
+
+1.13.17.11 Entity.CreatePointForceAction . 138
+
+1.13.17.12 Entity. CreateTorqueAction. 138
+
+1.13.17.13 Entity. DebugSetAxesVisible . 138
+
+1.13.17. 14 Entity.DebugSetColIisionVisible. 138
+
+1.13.17.15 Entity. DebugSetHierarchyVisibIe. 138
+
+1.13.17.16 Entity. DestroyAction . 138
+
+1.13.17.17 Entity.DetachPersonLabel . 138
+
+1.13.17.18 Entity. EnabIeAction. 138
+
+1.13.17.19 Ent i ty. Enab I eCo 11 i s i on . 138
+
+1.13.17.20 Entity.EnabIeCo11isionCalI backs. 138
+
+1.13.17.21 Ent i ty. Enab I eDynam i cs. 138
+
+1.13.17.22 Entity.EnabIeDynamicsAutoDeactivat ion. 138
+
+1.13.17.23 Entity.EnabIeInterpoIatedMode . 139
+
+1.13.17. 24 Entity. EnabIeKeepUpright . 139
+
+1.13.17.25 Entity. EnabIeLayerCoI Iision . 139
+
+1.13.17.26 Entity. Eva IuateAnims . 139
+
+1.13.17.27 Entity. FindMaterials . 139
+
+1.13.17.28 Entity. GetActiveAnim . 139
+
+1.13.17.29 Entity. GetAnguIarDamping . 139
+
+1.13.17.30 Entity.GetAnguIarVeIocity . 139
+
+1.13.17.31 Ent i ty. GetBoneCount. 139
+
+1.13.17.32 Entity. GetBonelndex. 139
+
+1.13.17.33 Entity.GetBoneLocaIMatrix . 139
+
+1.13.17. 34 Entity. GetBoneWorIdMatrix. 139
+
+1.13.17.35 Entity.GetCenterOfMassLocaI . 139
+
+1.13.17.36 Entity.GetCenterOfMassWorId . 139
+
+1.13.17.37 Entity. GetChiIdren . 139
+
+1.13.17.38 Entity. GetCloth. 139
+
+1.13.17.39 Entity. GetColIisionLayer . 140
+
+1.13.17.40 Entity. GetContactCount . 140
+
+1.13.17.41 Entity. GetContactEntity. 140
+
+1.13.17.42 Entity. GetContactId. 140
+
+1.13.17.43 Entity. GetContactPoint . 140
+
+1.13.17. 44 Entity. GetContactReIVeIocity . 140
+
+1.13.17.45 Entity.GetContactUserId . 140
+
+1.13.17.46 Entity. GetCu11 Distance . 140
+
+1.13.17. 47 Entity. GetGravity. 140
+
+1.13.17.48 Entity. Get IndexOfAnim. 140
+
+1.13.17.49 Entity. GetLinearDamping. 140
+
+1.13.17.50 Entity.GetLinearVelocity . 140
+
+1.13.17.51 Entity. GetLoca I Bounds. 140
+
+1.13.17.52 Entity.GetLocaI Matrix. 140
+
+1.13.17.53 Entity. GetMass . 140
+
+1.13.17. 54 Entity. GetNumActiveAnims . 140
+
+1.13.17. 55 Ent i ty. GetParent . 141
+
+1.13.17.56 Entity. GetPointVelocity. 141
+
+1.13.17. 57 Entity. GetPosition . 141
+
+1.13.17.58 Ent i ty. GetRotat i onQuat . 141
+
+1.13.17.59 Ent i ty. GetRotat i onXyz. 141
+
+1.13.17. 60 Entity. GetScale. 141
+
+1.13.17.61 Ent ity. Gets ibl ings . 141
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+
+1.13.17.62 Entity. GetUniqueld . 141
+
+1.13.17.63 Entity. GetWor IdBounds. 141
+
+1.13.17.64 Entity. GetWor IdMatrix. 141
+
+1.13.17.65 Entity. HasActiveAnims. 141
+
+1.13.17.66 Entity.IsActionEnabIed . 141
+
+1.13.17.67 Entity.IsDynamicsActive . 141
+
+1.13.17.68 Entity.IsDynamicsAutoDeactivationEnabled . 141
+
+1.13.17.69 Entity.IsInterpoIatedModeEnabIed . 141
+
+1.13.17.70 Entity. IsKeepUprightEnabled. 141
+
+1.13.17.71 Entity. IsLayerCol I i s i onEnab I ed . 141
+
+1.13.17. 72 Entity. IsVisibIe . 142
+
+1.13.17.73 Entity. LookAt. 142
+
+1.13.17. 74 Entity. LookAtWorId . 142
+
+1.13.17.75 Entity.PartiolelsAIive . 142
+
+1.13.17.76 Entity. PartioleReset . 142
+
+1.13.17.77 Entity.ParticleSetAttachType . 142
+
+1.13.17.78 Entity.ParticleSetEffeet . 142
+
+1.13.17.79 Entity.ParticIeSetEmitting . 142
+
+1.13.17. 80 Entity. Part icl eSetllpdate . 142
+
+1.13.17.81 Entity. Part icl eSetllserParam. 142
+
+1.13.17.82 Entity. PauseAnim . 142
+
+1.13.17.83 Entity. PlayAnim. 142
+
+1.13.17. 84 Entity.Registered IisionCalIback . 142
+
+1.13.17. 85 Entity. Reset . 142
+
+1.13.17.86 Ent i ty. ResumeAn i m. 142
+
+1.13.17.87 Entity. SetActionForce. 142
+
+1.13.17.88 Entity.SetActionPosition . 143
+
+1.13.17.89 Entity. SetActionTorque . 143
+
+1.13.17.90 Entity. SetAngularDamping . 143
+
+1.13.17.91 Entity. SetAngu I arVe loci ty. 143
+
+1.13.17.92 Entity. SetAttachType . 143
+
+1.13.17.93 Entity.SetCenterOfMassLocaI . 143
+
+1.13.17. 94 Entity. SetColIision. 143
+
+1.13.17.95 Entity. SetColIisionLayer . 143
+
+1.13.17.96 Entity. SetCu11 Distance . 143
+
+1.13.17.97 Ent i ty. SetDynam i csAct ive . 143
+
+1.13.17.98 Entity.SetFrictionCoeff . 143
+
+1.13.17.99 Entity. SetGravity. 143
+
+1.13.17. 100 Entity. SetLight . 143
+
+1.13.17.101 Entity. SetLinearDamping . 143
+
+1.13.17.102 Entity. SetLinearVelocity. 143
+
+1.13.17.103 Entity. SetLocaI Matrix . 143
+
+1.13.17. 104 Entity. SetMass. 144
+
+1.13.17.105 Entity. SetMaxContacts . 144
+
+1.13.17. 106 Entity. SetModeI . 144
+
+1.13.17.107 Entity. SetPosition. 144
+
+1.13.17.108 Entity. SetRestitutionCoeff. 144
+
+1.13.17.109 Entity.SetRotationQuat . 144
+
+1.13.17.110 Entity. SetRotationX . 144
+
+1.13.17.111 Entity. SetRotationXyz . 144
+
+1.13.17.112 Entity. SetRotationY . 144
+
+1.13.17.113 Entity. SetRotationZ . 144
+
+1.13.17.114 Entity. SetScale . 144
+
+1.13.17.115 Ent i ty. SetScreen. 144
+
+1.13.17.116 Entity. SetSkeIeton. 144
+
+1.13.17.117 Entity. SetVisible . 144
+
+1.13.17. 118 Entity. StopAnim . 144
+
+1.13. 18 Environment . 144
+
+1.13.18.1 Environment. DebugProfiIeBegin . 144
+
+1.13.18.2 Environment. DebugProfileEnd . 144
+
+1.13.18.3 Environment. EnableCalIbackGc . 144
+
+1.13.18.4 Environment. EnableFrameGc . 145
+
+1.13.18.5 Environment. SetCaIIbackGcInterval . 145
+
+1.13.18.6 Environment. SetCalIbackGcStep . 145
+
+1.13.18.7 Environment. SetFrameGcStep. 145
+
+1.13. 19 Font . 145
+
+1.13.19.1 Font. Create . 145
+
+1.13. 20 Furniture . 145
+
+1.13.20.1 Furniture. ClearLayout . 145
+
+1.13.20.2 Furniture. ExportLayout. 145
+
+1.13.20.3 Furniture. GetCategories . 145
+
+1.13.20. 4 Furniture. GetltemCount. 145
+
+1.13.20. 5 Furniture. GetltemData . 145
+
+1.13.20. 6 Furniture. ImportLayout. 145
+
+1.13.20. 7 Furniture. IsSystemBusy. 145
+
+1.13.20.8 Furniture. LoadLayout. 145
+
+1.13.20.9 Furniture. SaveLayout. 145
+
+1.13.20. 10 Furniture. SetCalIback. 145
+
+1.13.21 Gamelnfo . 145
+
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+
+1.13.21.1 Gamelnfo. GetSearchResuIts . 145
+
+1.13.21.2 Gamelnfo. IsGamesListBusy. 146
+
+1.13.21.3 Gamelnfo. IsSearchFinished . 146
+
+1.13.21.4 Gamelnfo. SearchByTitleld. 146
+
+1. 13. 22 GameLaunch . 146
+
+1.13.22.1 GameLaunch. CreateSess i on. 146
+
+1.13.22.2 GameLaunch. GetCurrentFocusPersonld. 146
+
+1.13.22.3 GameLaunch. GetMaxPlayers. 146
+
+1.13.22. 4 GameLaunch. GetNumberOfPlayers . 146
+
+1.13.22.5 GameLaunch. GetSessionMasterPersonld . 146
+
+1.13.22.6 GameLaunch. GetTitle . 146
+
+1.13.22.7 GameLaunch. GetUserComment . 146
+
+1.13.22.8 GameLaunch. In itiateLaunch . 146
+
+1.13.22.9 GameLaunch. LeaveSession . 146
+
+1.13.22.10 GameLaunch. OnHideUI. 146
+
+1.13.22.11 GameLaunch. OnShowU I. 146
+
+1.13.22.12 GameLaunch. ReturnJoinGameResuIt. 146
+
+1.13.22.13 GameLaunch. ReturnLaunchRequestResuIt . 146
+
+1.13.22. 14 GameLaunch. SetMaxPlayers . 147
+
+1.13.22.15 GameLaunch. SetNumPrivateSlots. 147
+
+1.13.22.16 GameLaunch. SetUserComment. 147
+
+1.13.23 GameLaunchButton . 147
+
+1.13.23.1 GameLaunchButton. GetNameRef . 147
+
+1.13.23.2 GameLaunchButton. SetCa11backOnPressed . 147
+
+1.13.23.3 GameLaunchButton. SetText. 147
+
+1.13. 24 GameLaunchExporter . 147
+
+1.13.24.1 GameLaunchExporter. BeginSection . 147
+
+1.13.24.2 GameLaunchExporter. BeginSessionExport . 147
+
+1.13.24.3 GameLaunchExporter. EndSection . 147
+
+1.13.24. 4 GameLaunchExporter. EndSessionExport . 147
+
+1.13.24. 5 GameLaunchExporter. ExportOption . 147
+
+1.13. 25 GameLaunchListltem . 147
+
+1.13.25.1 GameLaunchListltem. Addltem. 147
+
+1.13.25.2 GameLaunchListltem. Add ItemRaw . 147
+
+1.13.25.3 GameLaunchListltem. GetCaI IbackFocusI tern . 147
+
+1.13.25. 4 GameLaunchListltem. GetFocusItem . 147
+
+1.13.25.5 GameLaunchListltem. GetNameRef . 147
+
+1.13.25.6 GameLaunchListltem. RemoveAlI Items . 147
+
+1.13.25.7 GameLaunchListltem. Remove I tern . 147
+
+1.13.25.8 GameLaunchListltem. SetCaI IbackOnChange. 148
+
+1.13.25.9 GameLaunchListltem. SetFocusItem . 148
+
+1.13.26 GameLaunchMenu . 148
+
+1.13.26.1 GameLaunchMenu. Add ItemButton. 148
+
+1.13.26.2 GameLaunchMenu. Add ItemList. 148
+
+1.13.26.3 GameLaunchMenu. AddItemSIider. 148
+
+1.13.26. 4 GameLaunchMenu. Find ItemByNameRef. 148
+
+1.13.26.5 GameLaunchMenu. GetFirstltem . 148
+
+1.13.26.6 GameLaunchMenu. Get Id. 148
+
+1.13.26.7 GameLaunchMenu. GetNextltern. 148
+
+1.13.27 GameLaunchMenuSys . 148
+
+1.13.27.1 GameLaunchMenuSys. AddMenu . 148
+
+1.13.27.2 GameLaunchMenuSys. CreateMenu. 148
+
+1.13.27.3 GameLaunchMenuSys. FindMenuByld. 148
+
+1.13. 27. 4 GameLaunchMenuSys. GetFirstMenu. 148
+
+1.13.27.5 GameLaunchMenuSys. GetNextMenu . 148
+
+1.13.27.6 GameLaunchMenuSys. RemoveMenu. 148
+
+1.13. 28 GameLaunchSIider . 149
+
+1.13.28.1 GameLaunchSIider. GetNameRef . 149
+
+1.13.28.2 GameLaunchSIider. GetVaIue . 149
+
+1.13.28.3 GameLaunchSIider. SetlntegerSIider . 149
+
+1.13.28. 4 GameLaunchSIider. SetPercentageSIider. 149
+
+1.13.28.5 GameLaunchSIider. SetVaIue . 149
+
+1.13.29 GfxEffeet . 149
+
+1.13.29.1 GfxEffect. Create. 149
+
+1.13.29. 2 GfxEf feet. Enable. 149
+
+1.13.29.3 GfxEffect. IsEnabled . 149
+
+1.13.29.4 GfxEffect. SetA I phaRef . 149
+
+1.13.29.5 GfxEffect. SetB I endMode. 149
+
+1.13.29.6 GfxEffect. SetBounds . 149
+
+1.13.29.7 GfxEffect. SetDepthPrepass . 149
+
+1.13.29.8 GfxEffect. SetDrawRange. 149
+
+1.13.29.9 GfxEffect. SetlndexData. 149
+
+1.13.29.10 GfxEffect. SetRenderStage . 149
+
+1.13.29.11 GfxEffect. SetShadowEnabIe. 149
+
+1.13.29.12 GfxEffect. SetTexture . 149
+
+1.13.29.13 GfxEffect. SetTransform . 150
+
+1.13.29.14 GfxEffect. SetTwoS i ded. 150
+
+1.13.29.15 GfxEffect. SetVertexData. 150
+
+1.13.30 Group . 150
+
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+
+1.13.30.1 Group. Create. 150
+
+1.13.30. 2 Group. Getld . 150
+
+1.13.30.3 Group. GetMemberCount. 150
+
+1.13.30. 4 Group. GetMemberList . 150
+
+1.13.30. 5 Group. IsInGroup . 150
+
+1.13. 30. 6 Group. Join. 150
+
+1.13.30.7 Group. Leave . 150
+
+1.13. 31 GroupDoor . 150
+
+1.13.31.1 GroupDoor. Create. 150
+
+1.13.31.2 GroupDoor. Enter . 150
+
+1.13.31.3 GroupDoor. GetFailedEnterMessage . 150
+
+1.13.32 Hash . 150
+
+1.13.32.1 Hash. Create . 150
+
+1.13.32. 2 Hash. Finalize . 150
+
+1.13.32. 3 Hash. Start. 150
+
+1.13.32.4 Hash. Update . 150
+
+1.13. 33 HelpSystem . 151
+
+1.13.33.1 HelpSystem. GetObjectHeIpText. 151
+
+1.13. 34 HttpPostData . 151
+
+1.13.34.1 HttpPostData. AddDataHeader. 151
+
+1.13.34.2 HttpPostData. AddHttpHeader. 151
+
+1.13.34.3 HttpPostData. AddVaIue . 151
+
+1.13.34. 4 HttpPostData. Create . 151
+
+1.13.34. 5 HttpPostData. Finalize . 151
+
+1.13.34. 6 HttpPostData. FinalizeData . 151
+
+1.13.34.7 HttpPostData. FinalizeHttpHeaders. 151
+
+1.13.34.8 HttpPostData. Reset. 151
+
+1.13. 35 Intersect . 151
+
+1.13.35.1 Intersect. AabbAabb2d. 151
+
+1.13.35.2 Intersect. AabbAabb3d. 151
+
+1.13.35.3 Intersect. AabbPIane3d . 151
+
+1.13.35.4 Intersect. Ci rcleAabb2d. 151
+
+1.13.35.5 Intersect. Ci rcleCi rcle2d. 151
+
+1.13.35.6 Intersect.DistSqLineLine3d . 151
+
+1.13.35.7 Intersect. LineAabb2d. 151
+
+1.13.35.8 Intersect. LineAabb3d. 152
+
+1.13.35.9 Intersect. LineCircle2d. 152
+
+1.13.35.10 Intersect. LineLine2d . 152
+
+1.13.35.11 Intersect. LinePlane3d. 152
+
+1.13.35.12 Intersect.LineSegment2d . 152
+
+1.13.35.13 Intersect. LineSphere3d . 152
+
+1.13.35.14 Intersect. PlanePlane3d . 152
+
+1.13.35.15 Intersect. RayAabb2d. 152
+
+1.13.35.16 Intersect. RayAabb3d. 152
+
+1.13.35.17 Intersect. RayCi rcle2d. 152
+
+1.13.35.18 Intersect. RayLine2d. 152
+
+1.13.35.19 Intersect. RayPlane3d . 152
+
+1.13.35.20 Intersect. RayRay2d . 152
+
+1.13.35.21 Intersect. RaySegment2d . 153
+
+1.13.35.22 Intersect. RaySphere3d. 153
+
+1.13.35.23 Intersect. SegmentAabb2d. 153
+
+1.13.35.24 Intersect. SegmentAabb3d. 153
+
+1.13.35.25 Intersect. SegmentCircle2d. 153
+
+1.13.35.26 Intersect. SegmentPIane3d . 153
+
+1.13.35.27 Intersect. SegmentSegment2d . 153
+
+1.13.35.28 Intersect. SegmentSphere3d. 153
+
+1.13.35.29 Intersect. SphereAabb3d . 153
+
+1.13.35.30 Intersect. SpherePlane3d. 153
+
+1.13.35.31 Intersect. SphereSphere3d . 153
+
+1.13.36 Json . 153
+
+1.13.36.1 Json. Decode . 153
+
+1.13.36.2 Json. DecodeFromString . 153
+
+1.13.36.3 Json. Encode . 154
+
+1.13.37 Light . 154
+
+1.13.37.1 Light. Create. 154
+
+1.13.37.2 Light. SetAttenuationEnd . 154
+
+1.13.37.3 Light. SetAttenuationPower . 154
+
+1.13.37.4 Light. SetAttenuationStart . 154
+
+1.13.37. 5 Light. SetColor. 154
+
+1.13. 37. 6 Light. SetMask . 154
+
+1.13.37.7 Light. SetShadowQuaIity. 154
+
+1.13.37.8 Light. SetSpotFov. 154
+
+1.13.37.9 Light.SetSpotShadow . 154
+
+1.13.38 LinearCast . 154
+
+1.13.38.1 LinearCast. DebugDraw. 154
+
+1.13.38.2 LinearCast. GetEndPoint. 154
+
+1.13.38.3 LinearCast. GetHitCount. 154
+
+1.13.38. 4 LinearCast. GetHitData . 154
+
+1.13.38.5 LinearCast. GetHitDistance . 155
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+
+1.13.38.6 LinearCast. GetHitNormaI . 155
+
+1.13.38.7 LinearCast. GetHitPoint. 155
+
+1.13.38. 8 LinearCast. GetHitType . 155
+
+1.13.38.9 LinearCast. GetStartPoint. 155
+
+1.13.38.10 LinearCast. IsReady . 155
+
+1.13.38.11 LinearCast. SetColIisionLayersToHit . 155
+
+1.13.38.12 LinearCast. SetRotation . 155
+
+1.13.38.13 LinearCast. Start . 155
+
+1.13. 39 LocalPlayer . 155
+
+1.13.39.1 LocalPlayer. AddRepertoire . 155
+
+1.13.39.2 LocalPlayer. AddToPlayersMetList . 156
+
+1.13.39.3 LocalPlayer. DebugRemovePortabIe . 156
+
+1.13.39.4 LocalPlayer. DebugSetPortabIe. 156
+
+1.13.39.5 LocalPlayer. DoAction. 156
+
+1.13.39.6 LocalPlayer. EnableAutoHiding. 156
+
+1.13.39.7 LocalPlayer. GetAccountRegion. 156
+
+1.13.39.8 LocalPlayer. GetAccountTerritory . 156
+
+1.13.39.9 LocalPlayer. GetAge. 156
+
+1.13.39.10 LocalPlayer. GetAvatarRig . 156
+
+1.13.39.11 LocalPlayer. GetCurrentLogin. 156
+
+1.13.39.12 LocalPlayer. GetCurrentRegion . 156
+
+1.13.39.13 LocalPlayer. GetFirstLogin. 156
+
+1.13.39. 14 LocalPlayer. GetFriendCount . 156
+
+1.13.39.15 LocalPlayer. GetFriends . 156
+
+1.13.39.16 LocalPlayer. GetHomeAccountld . 156
+
+1.13.39.17 LocaIPIayer. GetHomeRegion. 156
+
+1.13.39.18 LocalPlayer. GetLastLogin . 156
+
+1.13.39.19 LocalPlayer. GetLoginCount. 157
+
+1.13.39.20 LocalPlayer. GetPerson. 157
+
+1.13.39.21 LocalPlayer. GetPersonld. 157
+
+1.13. 39. 22 LocalPlayer. GetPreviouslIserType. 157
+
+1.13.39.23 LocalPlayer. GetUser. 157
+
+1.13.39.24 LocalPlayer. GetUserType. 157
+
+1.13.39.25 LocalPlayer. IsChatAIlowed. 157
+
+1.13.39.26 LocalPlayer. IsDoingAction. 157
+
+1.13.39.27 LocalPlayer. IsInWardrobe . 157
+
+1.13.39.28 LocalPlayer. Relocate . 157
+
+1.13.39.29 LocalPlayer. RelocateToGroupInstance. 157
+
+1.13. 39. 30 LocalPlayer. RelocateTollniquelnstance . 157
+
+1.13.39.31 LocalPlayer. RemoveRepertoire . 157
+
+1.13.39.32 LocalPlayer. RestoreAvatar. 157
+
+1.13.39.33 LocalPlayer. SetAvatarRig . 157
+
+1.13. 39. 34 LocaIPIayer. SetCIothingI terns . 157
+
+1.13.39.35 LocalPlayer. SetReIocateObject. 157
+
+1.13.39.36 LocalPlayer. SetRigComponentObjectld. 157
+
+1.13.40 Material . 158
+
+1.13.40.1 Mater ial. GetParam . 158
+
+1.13.40.2 Materia I. SetAIphaRef. 158
+
+1.13.40.3 Material. SetBIendMode . 158
+
+1.13.40. 4 Material. SetDepthPrepass. 158
+
+1.13.40. 5 Material. SetMatrix. 158
+
+1.13.40. 6 Material. SetTexture . 158
+
+1.13.40. 7 Material. SetVector. 158
+
+1.13.41 Matr ix44 . 158
+
+1.13.41.1 Matr ix44. Add. 158
+
+1.13.41.2 Matr i x44. Copy . 158
+
+1.13.41.3 Matr ix44. Create . 158
+
+1.13.41.4 Matrix44. GetRotationXyz . 158
+
+1.13.41.5 Matr i x44. GetRow . 158
+
+1.13.41.6 Matrix44. Invert . 158
+
+1.13.41.7 Matrix44. InvertAffine . 158
+
+1.13.41.8 Matrix44.InvertAffineOrthogonal . 158
+
+1.13.41.9 Matr ix44. IsEqua I . 158
+
+1.13.41.10 Matrix44. Isldentity. 159
+
+1.13.41.11 Matr i x44. Multiply. 159
+
+1.13.41.12 Matrix44. Orthonormalize. 159
+
+1.13.41.13 Matrix44. SetAxisRotation . 159
+
+1.13.41.14 Matrix44. Set I dentity . 159
+
+1.13.41.15 Matrix44. SetRotationQuat . 159
+
+1.13.41.16 Matrix44. SetRotationXyz. 159
+
+1.13.41.17 Matr ix44. SetRow. 159
+
+1.13.41.18 Matr i x44. SetSca I e. 159
+
+1.13.41.19 Matrix44. SetTransI ation. 159
+
+1.13.41.20 Matrix44. Subtract. 159
+
+1.13.41.21 Matr ix44. Transpose . 159
+
+1.13.42 MediaLibrary . 159
+
+1.13.42.1 MediaLibrary. Exportlmage. 159
+
+1.13.42.2 MediaLibrary. ExportVideo. 159
+
+1.13.42.3 MediaLibrary. GetSearchResuIts . 159
+
+
+
+
+
+
+
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+
+
+1.13.42. 4 MediaLibrary. IsExporting. 159
+
+1.13.42. 5 MediaLibrary. IsSearchFinished . 160
+
+1.13.42. 6 MediaLibrary. IsSearching. 160
+
+1.13.42.7 MediaLibrary. Search . 160
+
+1.13.42.8 MediaLibrary. SetPrepareSearchFiles. 160
+
+1.13.42.9 MediaLibrary. SetPrepareSearchThumbnaiIs . 160
+
+1.13.42.10 MediaLibrary. SetResuItsToIncIude . 160
+
+1.13.42.11 MediaLibrary. StartSearch . 160
+
+1.13.42.12 MediaLibrary. StopSearch. 160
+
+1.13.43 MemoryContainer . 160
+
+1.13.43.1 MemoryContainer. Create. 160
+
+1.13.43.2 MemoryContainer. DebugLoad . 160
+
+1.13.43.3 MemoryContainer. DebugPrint. 160
+
+1.13.43.4 MemoryContainer. DebugSave . 160
+
+1.13.43.5 MemoryContainer. GetBiglnt . 160
+
+1.13.43.6 MemoryContainer. GetBit. 160
+
+1.13.43.7 MemoryContainer. GetBits . 160
+
+1.13.43.8 MemoryContainer. GetFI oat16. 160
+
+1.13.43.9 MemoryContainer. GetFIoat32. 160
+
+1.13.43.10 MemoryContainer. Getlnt8. 160
+
+1.13.43.11 MemoryConta i ner. Get I nt 16 . 161
+
+1.13.43.12 MemoryContainer. Getsize. 161
+
+1.13.43.13 MemoryContainer. GetString. 161
+
+1.13.43. 14 MemoryContainer. GetUInt8 . 161
+
+1.13.43.15 MemoryContainer. GetUInt 16. 161
+
+1.13.43.16 MemoryContainer. GetUsedSize. 161
+
+1.13.43.17 MemoryContainer. MemCopy. 161
+
+1.13.43.18 MemoryContainer. MemSet . 161
+
+1.13.43.19 MemoryContainer. ReadBiglnt . 161
+
+1.13.43.20 MemoryContainer. ReadFIoatl6. 161
+
+1.13.43.21 MemoryConta i ner. ReadF I oat32. 161
+
+1.13.43.22 MemoryContainer. Readlnt8 . 161
+
+1.13.43.23 MemoryContainer. Read Int 16. 161
+
+1.13.43. 24 MemoryContainer. ReadString . 161
+
+1.13. 43. 25 MemoryConta i ner. ReadllInt8. 161
+
+1.13. 43. 26 MemoryConta i ner. Readll I nt 16 . 161
+
+1.13.43.27 MemoryContainer. Reset. 161
+
+1.13.43.28 MemoryContainer. Seek . 161
+
+1.13.43. 29 MemoryContainer. SetBiglnt. 162
+
+1.13.43.30 MemoryContainer. SetBit . 162
+
+1.13.43.31 MemoryConta i ner. SetBi ts. 162
+
+1.13.43.32 MemoryContainer. SetFIoatl 6 . 162
+
+1.13.43.33 MemoryContainer. SetFIoat32 . 162
+
+1.13.43. 34 MemoryContainer. SetInt8. 162
+
+1.13.43.35 MemoryContainer. Set Int 16 . 162
+
+1.13.43.36 MemoryContainer. SetString. 162
+
+1.13.43.37 MemoryContainer. SetUsedSize. 162
+
+1.13.43.38 MemoryContainer. Tel I . 162
+
+1.13.43.39 MemoryContainer. WriteBiglnt. 162
+
+1.13.43.40 MemoryContainer. WriteFIoatl6 . 162
+
+1.13.43.41 MemoryConta i ner. Wr iteFI oat32 . 162
+
+1.13.43.42 MemoryContainer. WriteInt8. 162
+
+1.13.43.43 MemoryContainer. WriteInt 16 . 162
+
+1.13.43. 44 MemoryContainer. WriteString. 162
+
+1. 13. 44 Mini Game . 162
+
+1.13.44.1 MiniGame. AddCustomExitMenuOption. 162
+
+1.13.44. 2 MiniGame. CloseSession . 163
+
+1.13.44. 3 MiniGame.ConfirmReceivedWelcomeMessage. 163
+
+1.13. 44. 4 MiniGame. DisableWelcomeMessages . 163
+
+1.13.44. 5 MiniGame. EnableQueue. 163
+
+1.13.44.6 MiniGame.GetCurrentFocusPersonld . 163
+
+1.13.44.7 MiniGame. GetCurrentFocusPlayerSlot. 163
+
+1.13.44.8 MiniGame. GetJoinType. 163
+
+1.13.44. 9 MiniGame. GetMaxPlayerSlots. 163
+
+1.13.44. 10 MiniGame. GetNumberOfUsedPlayerSlots. 163
+
+1.13.44.11 MiniGame.GetPersonldFromPlayerSlot . 163
+
+1.13.44.12 MiniGame.GetPlayerSlotUsedByPersonld . 163
+
+1.13.44.13 MiniGame. GetOueueSize. 163
+
+1.13.44. 14 Mini Game. GetTriggerRadius. 163
+
+1.13.44. 15 MiniGame.IsAbleToChangeCustomExitMenuOption. 163
+
+1.13.44. 16 Mini Game. IsPersonJoined. 163
+
+1.13.44. 17 MiniGame. IsSessionOpen . 163
+
+1.13.44.18 MiniGame.IsSessionOwner . 163
+
+1.13.44.19 MiniGame. LocalPlayerLeaveGame. 163
+
+1.13.44. 20 MiniGame. OpenSession . 164
+
+1.13.44.21 MiniGame. RemoveCustomExitMenuOption. 164
+
+1.13.44. 22 MiniGame. SetJoinType . 164
+
+1.13.44.23 MiniGame.SetLocalPlayerExcludeMessage . 164
+
+1.13. 44. 24 MiniGame.SetSafeToSendWelcomeMessage . 164
+
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+1.13.45 NetPropertyBag . 164
+
+1.13.45.1 NetPropertyBag. Create . 164
+
+1.13.45.2 NetPropertyBag. DeleteFromNet. 164
+
+1.13.45.3 NetPropertyBag. GetBaglndex. 164
+
+1.13.45. 4 NetPropertyBag. GetEventBag. 164
+
+1.13.45.5 NetPropertyBag. GetFieId . 164
+
+1.13.45.6 NetPropertyBag. GetOwnerId . 164
+
+1.13.45.7 NetPropertyBag. GetTypeld. 164
+
+1.13.45.8 NetPropertyBag. GetTypeldForBag. 164
+
+1.13.45.9 NetPropertyBag. IsOwnedLocally . 164
+
+1.13.45.10 NetPropertyBag. IsRepIicated. 164
+
+1.13.45.11 NetPropertyBag. Rep IicateToNet. 164
+
+1.13.45.12 NetPropertyBag. SetField. 164
+
+1. 13.46 Object . 165
+
+1.13.46.1 Object. DebugCreate. 165
+
+1.13.46.2 Object. DebugDestroy . 165
+
+1.13.46.3 Object.DebugEnableDebugRendering . 165
+
+1.13.46. 4 Object. DebugFind. 165
+
+1.13.46.5 Object. DebugGetAIIInstancelds . 165
+
+1.13.46.6 Object. DebugReport. 165
+
+1.13.46.7 Object. DebugRun . 165
+
+1.13.46.8 Object. EnableTargeting. 165
+
+1.13.46.9 Object.GetCurrentListenerData . 165
+
+1.13.46. 10 Object. GetlnitiaIPosition. 165
+
+1.13.46.11 Object. GetlnitiaIRotation. 165
+
+1.13.46.12 Object. GetlnitiaIScale . 165
+
+1.13.46.13 Object. Getlnstanceld . 165
+
+1.13. 46. 14 Object. GetlnstanceName . 165
+
+1.13.46.15 Object. GetlnstanceParameter. 165
+
+1.13.46.16 Object. GetListenerObjects. 165
+
+1.13.46. 17 Object. GetLocalizedText. 165
+
+1.13.46. 18 Object. GetMe . 165
+
+1.13.46.19 Object. GetNameRef. 166
+
+1.13.46.20 Object. GetObjectld . 166
+
+1.13.46.21 Object. GetPersonld . 166
+
+1.13.46. 22 Object. HasFocus. 166
+
+1.13.46.23 Object. HasLocaIizedText. 166
+
+1.13.46. 24 Object. IsOwnedLocally. 166
+
+1.13.46. 25 Object. IsPaused. 166
+
+1.13. 46. 26 Object. Pause . 166
+
+1.13.46.27 Object. Resume. 166
+
+1.13.46.28 Object. SendListenerData. 166
+
+1.13.46.29 Object. SetFaceActiveTarget . 166
+
+1.13.46. 30 Object. SetTargetabIeLegend . 166
+
+1.13.46.31 Object.SetTargetablePosit ion . 166
+
+1.13.46.32 Object. SetTargetabIeText . 166
+
+1.13.47 Osd . 166
+
+1.13.47.1 Osd. GetRoot . 166
+
+1.13. 48 OsdBasicAnimGraphic . 166
+
+1.13.48.1 OsdBasicAnimGraphic. AddFrame. 166
+
+1.13.48.2 OsdBasicAnimGraphic. GetNumFrames. 166
+
+1.13.48.3 OsdBasicAnimGraphic. IsAnimating . 166
+
+1.13. 48. 4 OsdBasicAnimGraphic. SetAnimating. 167
+
+1.13.48.5 OsdBasicAnimGraphic. SetCurrentFrame . 167
+
+1.13.48.6 OsdBasicAnimGraphic. SetFrameRate. 167
+
+1.13.49 OsdBasicChip . 167
+
+1.13.49.1 OsdBasicChip. AddLegendItem. 167
+
+1.13.49.2 OsdBasicChip.CreateContentObject . 167
+
+1.13.49.3 OsdBasicChip. RemoveAlILegendlterns . 167
+
+1.13.49. 4 OsdBasicChip. SetBannerHeadIine. 167
+
+1.13.49.5 OsdBasicChip. SetBannerIconBackTexture . 167
+
+1.13.49.6 OsdBasicChip. SetBannerIconFrontTexture. 167
+
+1.13.49.7 OsdBasicChip. SetBannerIconVisible . 167
+
+1.13.49.8 OsdBasicChip. SetBannerSubheader . 167
+
+1.13.49.9 OsdBasicChip. SetBannerWantVisible . 167
+
+1.13.49.10 OsdBasicChip. SetContentHeight. 167
+
+1.13.49.11 OsdBasicChip. SetContentHeightSetFromChiIdren . 167
+
+1.13.49.12 OsdBasicChip.SetContentHeightSetFromChip . 167
+
+1.13.49.13 OsdBasicChip. SetContentObjectlnFocus . 167
+
+1.13. 49. 14 OsdBasicChip. SetContentPointinFocus. 167
+
+1.13.49.15 OsdBasicChip. SetContentWidth . 167
+
+1.13.49.16 OsdBasicChip. SetContentWidthSetFromChiIdren. 168
+
+1.13.49.17 OsdBasicChip. SetContentWidthSetFromChip. 168
+
+1.13.49.18 OsdBasicChip. SetHeightSetFromContent . 168
+
+1.13.49.19 OsdBasicChip. SetSize . 168
+
+1.13.49.20 OsdBasicChip. UpdateContentHeight . 168
+
+1.13.49.21 OsdBasicChip. UpdateContentWidth. 168
+
+1.13. 50 OsdBasicLegend . 168
+
+1.13.50.1 OsdBas icLegend. Add I tem. 168
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+1.13.50.2 OsdBasicLegend. BeginAddingltems . 168
+
+1.13.50. 3 OsdBasicLegend. EndAddingltems . 168
+
+1.13.50. 4 OsdBasicLegend. RemoveA111 terns . 168
+
+1.13. 50. 5 OsdBasicLegend. SetBorderWidth . 168
+
+1.13.50.6 OsdBasicLegend. SetFixedWidth. 168
+
+1.13.50.7 OsdBasicLegend. SetItemSpacing . 168
+
+1.13.50.8 OsdBasicLegend. SetMaxWidth. 168
+
+1.13.50. 9 OsdBasicLegend. SetMinWidth. 168
+
+1.13.50. 10 OsdBasicLegend. SetText . 168
+
+1.13.51 OsdBasicMenu . 168
+
+1.13.51.1 OsdBasicMenu. Addltem. 168
+
+1.13.51.2 OsdBasicMenu. BeginChanges . 169
+
+1.13.51.3 OsdBasicMenu. EndChanges . 169
+
+1.13.51.4 OsdBasicMenu. GetCurrentltemld . 169
+
+1.13.51.5 OsdBasicMenu. GetltemByld. 169
+
+1.13.51.6 OsdBasicMenu. IsCurrentItemSet . 169
+
+1.13.51.7 OsdBas i cMenu. On I nputDown. 169
+
+1.13.51.8 OsdBasicMenu. OnlnputUp. 169
+
+1.13.51.9 OsdBasicMenu. Reset. 169
+
+1.13.51.10 OsdBasicMenu. SetCurrentltem. 169
+
+1.13.51.11 OsdBasicMenu. SetItemEnabled. 169
+
+1.13.51.12 OsdBasicMenu. SetItemSpacing. 169
+
+1.13.51.13 OsdBasicMenu. SetOnSetItemEnabIedCaI I back . 169
+
+1.13. 51.14 OsdBasicMenu. SetOnSetItemSeIectedCaII back. 169
+
+1.13. 52 OsdBasicPopup . 169
+
+1.13.52.1 OsdBasicPopup. SetMessage. 169
+
+1.13.52.2 OsdBasicPopup. SetTi11e. 169
+
+1. 13. 53 OsdBasicSingIeGraphic . 170
+
+1.13.53.1 OsdBasicSingIeGraphic. SetBackCoIorType. 170
+
+1.13.53.2 OsdBasicSingIeGraphic. SetBackTexture. 170
+
+1.13.53.3 OsdBasicSingIeGraphic. SetFrontCoIorType . 170
+
+1.13.53.4 OsdBasicSingIeGraphic. SetFrontTexture . 170
+
+1.13. 54 OsdBasicText . 170
+
+1.13.54.1 OsdBas i cText. GetText. 170
+
+1.13.54.2 OsdBasicText. SetCIipping. 170
+
+1.13.54.3 OsdBasicText. SetFont. 170
+
+1.13.54. 4 OsdBasicText. SetlgnoreSpecialCharacters . 170
+
+1.13.54. 5 OsdBasicText. SetScro11ing . 170
+
+1.13.54. 6 OsdBasicText. SetText. 170
+
+1.13. 55 OsdObject . 170
+
+1.13.55.1 OsdObject. Act ivate. 170
+
+1.13.55.2 OsdObject. CreateChiIdObject . 170
+
+1.13.55.3 OsdObject. Deactivate. 170
+
+1.13.55. 4 OsdObject. DestroyObject . 170
+
+1.13.55.5 OsdObject. FindObject. 170
+
+1.13.55.6 OsdObject. GetCoIorVaIue . 170
+
+1.13.55.7 OsdObject. GetHe ight . 170
+
+1.13.55.8 OsdObject. GetPositionX. 170
+
+1.13.55.9 OsdObject. GetPositionY. 171
+
+1.13.55.10 OsdObject. GetUniqueld. 171
+
+1.13.55.11 OsdObject. GetWidth . 171
+
+1.13.55.12 OsdObject. Handlelnput. 171
+
+1.13.55.13 OsdObject. IsActive . 171
+
+1.13.55. 14 OsdObject. SetAIphaType . 171
+
+1.13.55.15 OsdObject. SetAIphaVaIue. 171
+
+1.13.55.16 OsdObject. SetAngIe . 171
+
+1.13.55.17 OsdObject. SetCoIorType . 171
+
+1.13.55.18 OsdObject. SetCoI orVaIue. 171
+
+1.13.55.19 OsdObject. SetHeight. 171
+
+1.13.55.20 OsdObject. SetHeightFromChiIdren. 171
+
+1.13.55.21 OsdObject. SetLocaISpaceAIignPoint. 171
+
+1.13.55.22 OsdObject. SetName. 171
+
+1.13.55.23 OsdObject.SetParentSpaceAIignPoint . 171
+
+1.13. 55. 24 OsdObject. SetPosit ion. 171
+
+1.13.55.25 OsdObject. SetScaIe . 171
+
+1.13.55.26 OsdObject. SetUniqueld. 171
+
+1.13. 55. 27 OsdObject. SetVi s ib I e . 172
+
+1.13.55.28 OsdObject. SetWidth . 172
+
+1.13.55.29 OsdObject. SetWidthFromChiIdren . 172
+
+1.13. 56 OsdSelectionParent . 172
+
+1.13.56.1 OsdSeIectionParent. BeginChanges . 172
+
+1.13.56.2 OsdSeIectionParent. EndChanges . 172
+
+1.13.56.3 OsdSelectionParent. GetCurrentSelectionld. 172
+
+1.13.56.4 OsdSeIectionParent. SetObjectEnabled . 172
+
+1.13.57 OsdSimpleMenu . 172
+
+1.13.57.1 OsdSimp IeMenu. Addltem . 172
+
+1.13.57.2 OsdSimpleMenu. Set ItemTi11e. 172
+
+1.13. 58 OsdSkinnedBox . 172
+
+1.13.58.1 OsdSkinnedBox. ResetTextures . 172
+
+
+
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+1.13.58.2 OsdSkinnedBox. SetCoIorGradientEnabled . 172
+
+1.13.58.3 OsdSkinnedBox. SetCoIorGradientMagnitude . 172
+
+1.13.58. 4 OsdSkinnedBox. SetCoIorGradientReversed. 172
+
+1.13.58.5 OsdSkinnedBox. SetCoIorGradientSubtractive . 172
+
+1.13.58.6 OsdSkinnedBox. SetTexture. 172
+
+1.13.58.7 OsdSk i nnedBox. SetTextures . 172
+
+1. 13. 59 OsdTextLines . 173
+
+1.13.59.1 OsdTextLines. GetNumTextLines. 173
+
+1.13.59.2 OsdTextLines. SetFont. 173
+
+1.13.59.3 OsdTextLines. SetJustificat ion . 173
+
+1.13.59.4 OsdTextLines. SetLineSpacing . 173
+
+1.13.59.5 OsdTextLines. SetText. 173
+
+1.13.60 OsdTextPaneI . 173
+
+1.13.60.1 OsdTextPaneI. GetTextBorder. 173
+
+1.13.60. 2 OsdTextPaneI. GetTextLines . 173
+
+1.13.60. 3 OsdTextPanel. IsFitHeightToText. 173
+
+1.13.60. 4 OsdTextPaneI. IsPaneIVisibIe . 173
+
+1.13.60.5 OsdTextPaneI. IsScro11BarVisibIe . 173
+
+1.13.60.6 OsdTextPanel. SetFitHeightToText . 173
+
+1.13.60.7 OsdTextPane I. SetFont. 173
+
+1.13.60.8 OsdTextPanel. SetJustification . 173
+
+1.13.60.9 OsdTextPanel. SetLineSpacing . 173
+
+1.13.60. 10 OsdTextPanel. SetPanelVisible . 173
+
+1.13.60.11 OsdTextPanel. SetScrolIBarVisible . 173
+
+1.13.60. 12 OsdTextPanel. SetScroI I Type . 173
+
+1.13.60. 13 OsdTextPanel. SetText . 173
+
+1.13.60.14 OsdTextPanel. SetTextBorder . 174
+
+1.13.60.15 OsdTextPanel. SetTextCoIorType. 174
+
+1.13.61 Osk . 174
+
+1.13.61.1 Osk. Close . 174
+
+1.13. 61.2 Osk. GetText . 174
+
+1. 13.61.3 Osk. IsAvai lable . 174
+
+1.13. 61.4 Osk. Open. 174
+
+1. 13. 62 OutboundMessage . 174
+
+1.13.62.1 OutboundMessage. Create. 174
+
+1.13.62.2 OutboundMessage. GetRemainingBufferSize. 174
+
+1.13.62.3 OutboundMessage. Reset . 174
+
+1.13.62. 4 OutboundMessage. Send. 174
+
+1.13. 62. 5 OutboundMessage. Sendllnguaranteed. 174
+
+1.13.62.6 OutboundMessage. WriteBiglnt . 174
+
+1.13.62.7 OutboundMessage. Wr iteF I oat. 174
+
+1.13.62.8 OutboundMessage. Writelnt8 . 174
+
+1.13.62.9 OutboundMessage. WriteInt 16. 174
+
+1.13.62.10 OutboundMessage. WriteInt32 . 174
+
+1.13.62.11 OutboundMessage. WriteString. 174
+
+1.13.63 Pad . 175
+
+1.13.63.1 Pad. CreatePads. 175
+
+1.13.63.2 Pad. GetAnalogExtent . 175
+
+1.13. 63. 3 Pad. GetPad. 175
+
+1.13.63.4 Pad. GetSensorForwards . 175
+
+1.13.63.5 Pad. GetSensorRight. 175
+
+1.13.63.6 Pad. GetSensorllp . 175
+
+1.13.63.7 Pad. IsCi rcleAccept. 175
+
+1.13.63.8 Pad. IsConnected . 175
+
+1.13. 63. 9 Pad. I sHe I d. 175
+
+1.13. 63. 10 Pad. Reserve. 175
+
+1.13.63.11 Pad. SetActuator. 175
+
+1.13.63. 12 Pad. UnReserve. 175
+
+1.13.63.13 Pad.UnReserveAll . 175
+
+1.13.63.14 Pad. WasAnyJustPressed. 175
+
+1.13.63. 15 Pad. WasJustPressed . 175
+
+1.13.63.16 Pad. WasJustReI eased. 176
+
+1.13. 64 Person . 176
+
+1.13.64.1 Person. AttachToEnt ity . 176
+
+1.13.64.2 Person. DoAct ion . 176
+
+1.13.64.3 Person. DoAct ionBroadcast. 176
+
+1.13.64.4 Person. EnableChatBubbles. 176
+
+1.13.64.5 Person. EnabIeCo11ision. 176
+
+1.13.64. 6 Person. Findlnlnstance . 176
+
+1.13.64. 7 Person. GetAnimReg . 176
+
+1.13.64. 8 Person. GetAvatarStatusType. 176
+
+1.13.64.9 Person. GetBehavi or. 176
+
+1.13.64.10 Person. GetBehaviorCategory . 176
+
+1.13.64.11 Person. GetBoneCount. 176
+
+1.13.64.12 Person. GetBonelndex. 176
+
+1.13.64.13 Person. GetBoneLocaI Matrix. 176
+
+1.13.64. 14 Person. GetBoneWorIdMatrix. 176
+
+1.13.64. 15 Person. GetCurrentAction. 176
+
+1.13.64. 16 Person. GetGroundUserld . 177
+
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+
+1.13.64. 17 Person. GetHeight . 177
+
+1.13. 64. 18 Person. Getld . 177
+
+1.13.64.19 Person. GetldsOfFriendslnlnstance . 177
+
+1.13.64. 20 Person. GetldsOfRemotePeopIelnlnstance. 177
+
+1.13.64.21 Person. GetlnstanceSessionMasterId. 177
+
+1.13. 64. 22 Person.GetlnventoryltemObjectld. 177
+
+1.13.64. 23 Person. GetLocaI Bounds. 177
+
+1.13.64. 24 Person. GetMood . 177
+
+1.13.64. 25 Person. GetName . 177
+
+1.13. 64. 26 Person. GetPos i t i on . 177
+
+1.13.64.27 Person. GetRigComponentObjectld . 177
+
+1.13.64.28 Person. GetRigComponentTypes. 177
+
+1.13. 64. 29 Person. GetR i gF i e I d . 177
+
+1.13.64.30 Person. GetRotationY. 177
+
+1.13.64.31 Person. GetUser . 177
+
+1.13. 64. 32 Person. GetVe I oc i ty . 177
+
+1.13. 64. 33 Person. GetWidth. 177
+
+1.13. 64. 34 Person. GetWorIdBounds. 178
+
+1.13.64.35 Person. HasLock . 178
+
+1.13.64.36 Person. InterpolatePosition . 178
+
+1.13.64.37 Person. IsColIision . 178
+
+1.13.64. 38 Person. IsLoaded. 178
+
+1.13.64. 39 Person. IsLocked. 178
+
+1.13.64. 40 Person. IsOnGround. 178
+
+1.13.64.41 Person. IsRiglls ingComponent . 178
+
+1.13. 64.42 Person. IsVaI id . 178
+
+1.13. 64. 43 Person. I sV i s i b I e . 178
+
+1.13. 64. 44 Person. Lock. 178
+
+1.13.64.45 Person. ResetCurrentStatusText. 178
+
+1.13.64.46 Person. SetAnimReg. 178
+
+1.13.64. 47 Person. SetBehavior . 178
+
+1.13. 64. 48 Person.SetCurrentStatusText. 178
+
+1.13.64. 49 Person. SetLabeIText. 178
+
+1.13. 64. 50 Person. SetPos i t i on . 179
+
+1.13.64.51 Person. SetRotat i onY. 179
+
+1.13. 64. 52 Person. SetV i s i b I e. 179
+
+1.13. 64. 53 Person. Unlock. 179
+
+1.13.65 Phys3dWorId . 179
+
+1.13.65.1 Phys3dWor Id. Create. 179
+
+1.13.65.2 Phys3dWor Id. Reset . 179
+
+1.13.65.3 Phys3dWorId. SetEnabled. 179
+
+1.13. 66 Quaternion . 179
+
+1.13.66.1 Quatern i on. Add. 179
+
+1.13.66.2 Quaternion. Conjugate. 179
+
+1.13.66.3 Quaternion. Copy . 179
+
+1.13.66. 4 Quaternion. Create . 179
+
+1.13.66.5 Quaternion. Divide . 179
+
+1.13.66. 6 Quaternion. Dot. 179
+
+1.13.66.7 Quaternion. Length . 179
+
+1.13.66.8 Quaternion. Multiply . 179
+
+1.13.66.9 Quaternion. Negate . 179
+
+1.13.66.10 Quaternion. Nlerp . 179
+
+1.13.66.11 Quaternion. Normal ize . 180
+
+1.13.66.12 Quatern i on. SetAx i sAng I e. 180
+
+1.13.66.13 Quaternion. Setldentity . 180
+
+1.13.66. 14 Quaternion. SetRotationMatrix . 180
+
+1.13.66.15 Quaternion. SetW. 180
+
+1.13. 66. 16 Quaternion. SetX. 180
+
+1.13.66.17 Quaternion. SetXyzw . 180
+
+1.13. 66. 18 Quaternion. SetY. 180
+
+1.13. 66. 19 Quaternion. SetZ. 180
+
+1.13.66. 20 Quaternion. Slerp . 180
+
+1.13.66.21 Quatern i on. Subtract. 180
+
+1.13.66.22 Quaternion. ToAxisAngIe . 180
+
+1.13. 66. 23 Quaternion. W . 180
+
+1.13. 66. 24 Quaternion. X . 180
+
+1.13. 66. 25 Quaternion. Y . 180
+
+1.13. 66. 26 Quaternion. Z . 180
+
+1. 13. 67 Raycast . 180
+
+1.13.67.1 Raycast. GetEndPoint . 180
+
+1.13.67.2 Raycast. GetH i tEnt i ty. 181
+
+1.13.67.3 Raycast. GetH i tPo i nt . 181
+
+1.13.67.4 Raycast. GetReflectedVector. 181
+
+1.13.67.5 Raycast. GetStartPoint . 181
+
+1.13.67.6 Raycast. GetSurfaceNormal . 181
+
+1.13.67.7 Raycast. GetSurfaceUserId. 181
+
+1.13.67.8 Raycast. HasHit. 181
+
+1.13.67.9 Raycast. IsReady . 181
+
+1.13.67. 10 Raycast. Start. 181
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+1.13. 68 ReceivedMessage . 181
+
+1.13.68.1 ReceivedMessage. GetEventMessage . 181
+
+1.13.68.2 ReceivedMessage. GetRemainingSize. 181
+
+1.13.68.3 ReceivedMessage. GetSenderPersonld . 182
+
+1.13.68.4 ReceivedMessage. GetTotaISize. 182
+
+1.13.68.5 ReceivedMessage. GetType . 182
+
+1.13.68.6 ReceivedMessage. ReadBiglnt. 182
+
+1.13.68.7 ReceivedMessage. ReadFI oat . 182
+
+1.13.68.8 ReceivedMessage. Readlnt8. 182
+
+1.13.68.9 ReceivedMessage. Readlntl6 . 182
+
+1.13.68.10 ReceivedMessage. Read Int32. 182
+
+1.13.68.11 ReceivedMessage. ReadString . 182
+
+1.13. 69 Renderer . 182
+
+1.13.69.1 Renderer. Camera2dGetPosit ion. 182
+
+1.13.69.2 Renderer. Camera2dGetRotation. 182
+
+1.13.69.3 Renderer. Camera2dGetScale . 182
+
+1.13.69. 4 Renderer. Camera2dSetPosition. 182
+
+1.13.69.5 Renderer. Camera2dSetRotation. 182
+
+1.13.69.6 Renderer. Camera2dSetScale . 182
+
+1.13.69.7 Renderer. Create . 182
+
+1.13.69.8 Renderer. DrawCircle2d . 183
+
+1.13.69.9 Renderer. DrawLine2d . 183
+
+1.13.69.10 Renderer. DrawLineList2d. 183
+
+1.13.69.11 Renderer. DrawQuad2d. 183
+
+1.13.69.12 Renderer. DrawQuads2d . 183
+
+1.13.69.13 Renderer. DrawRect2d. 183
+
+1.13.69. 14 Renderer. DrawSprite. 183
+
+1.13.69.15 Renderer. DrawSprites . 183
+
+1.13.69.16 Renderer. DrawText2d. 183
+
+1.13.69.17 Renderer. DrawTriList2d . 183
+
+1.13.69.18 Renderer. GetOverlay. 183
+
+1.13.69.19 Renderer. GetPosition . 183
+
+1.13.69.20 Renderer. GetScale. 183
+
+1.13.69.21 Renderer. GetSize . 183
+
+1.13.69.22 Renderer. GetTextSize . 183
+
+1.13.69.23 Renderer. SetBIendMode2d. 183
+
+1.13.69. 24 Renderer. SetFont . 183
+
+1.13.69.25 Renderer.SetFontHorzAIignment . 184
+
+1.13.69.26 Renderer. SetFontScale. 184
+
+1.13.69.27 Renderer. SetFontVertAIignment. 184
+
+1.13.69.28 Renderer. SetOverlay. 184
+
+1.13.69.29 Renderer. SetPosition . 184
+
+1.13.69.30 Renderer. SetScale. 184
+
+1.13.69.31 Renderer. SetSize . 184
+
+1.13.69.32 Renderer. SetTarget . 184
+
+1.13. 70 Resource . 184
+
+1.13.70.1 Resource. Cance I Request. 184
+
+1.13.70.2 Resource. DebugDumpToTty . 184
+
+1.13.70.3 Resource. DebugSave. 184
+
+1.13.70. 4 Resource.Exists . 184
+
+1.13.70.5 Resource. Find . 184
+
+1.13.70.6 Resource. GetData. 184
+
+1.13.70.7 Resource. GetDownloadProgress. 184
+
+1.13.70.8 Resource. GetName. 184
+
+1.13.70. 9 Resource. GetStatusCode. 184
+
+1.13. 70. 10 Resource.GetSystemResource . 185
+
+1.13.70.11 Resource. IsLoaded. 185
+
+1.13.70. 12 Resource. IsLoading . 185
+
+1.13.70. 13 Resource. Release . 185
+
+1.13.70.14 Resource. Request . 185
+
+1.13.70.15 Resource. RequestSecure . 185
+
+1.13.70. 16 Resource. RequestTexture. 185
+
+1.13. 70. 17 Resource. Run . 185
+
+1.13.70.18 Resource. StartLoading. 185
+
+1.13.71 ResourcePack . 185
+
+1.13.71.1 ResourcePack. DebugGetLoadError. 185
+
+1.13.71.2 ResourcePack. GetLoadProgress. 185
+
+1.13.71.3 ResourcePack. GetLoadState . 185
+
+1.13.71.4 ResourcePack. IsLoading. 185
+
+1.13.71.5 ResourcePack. Load . 185
+
+1.13.71.6 ResourcePack. Unload . 185
+
+1.13. 72 Rewards . 186
+
+1.13.72.1 Rewards. AddTicket . 186
+
+1.13.72.2 Rewards. Co 11ectTicket . 186
+
+1.13.72.3 Rewards. DoesHaveTicket. 186
+
+1.13.72. 4 Rewards. GetCurrentFocusObjectId . 186
+
+1.13.72.5 Rewards. GetCurrentFocusState. 186
+
+1.13.73 RtGame . 186
+
+1.13.73.1 RtGame. AddCustomExitMenuOption. 186
+
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+
+1.13.73.2 RtGame. CreateGame . 186
+
+1.13.73.3 RtGame. CreateGameObject . 186
+
+1.13.73. 4 RtGame. DestroyGameObject. 186
+
+1.13.73.5 RtGame. GetConnection Info. 186
+
+1.13.73.6 RtGame. GetMaxPlayers. 186
+
+1.13. 73. 7 RtGame. GetMember IdFromllser. 186
+
+1.13.73.8 RtGame. GetNumTokens . 186
+
+1.13.73.9 RtGame. GetOwnerMemberId . 186
+
+1.13. 73.10 RtGame. GetPlayer . 186
+
+1.13.73.11 RtGame. GetP I ayerCount. 186
+
+1.13.73.12 RtGame. GetRoomld . 187
+
+1.13.73.13 RtGame. GetSentlnstanceTime . 187
+
+1.13.73. 14 RtGame. GetTokenOwnerMemberId . 187
+
+1.13.73.15 RtGame. GetUserFromMemberId . 187
+
+1.13.73.16 RtGame. IsAbleToChangeCustomExitMenuOption. 187
+
+1.13. 73. 17 RtGame. I sJo i ned. 187
+
+1.13.73.18 RtGame. IsSessionOpen . 187
+
+1.13.73.19 RtGame. JoinGame. 187
+
+1.13. 73. 20 RtGame. Leave . 187
+
+1.13.73.21 RtGame. Re I easeToken. 187
+
+1.13.73.22 RtGame.RemoveCustomExitMenuOption . 187
+
+1.13.73.23 RtGame. Rep IicateToNet. 187
+
+1.13.73. 24 RtGame. RequestToken. 187
+
+1.13.73.25 RtGame. ReturnJoinGameResuIt. 187
+
+1.13.73.26 RtGame. SendMessage . 187
+
+1.13.73.27 RtGame. SetSessionClosed. 187
+
+1. 13. 74 RtGameObject . 187
+
+1.13.74.1 RtGameObject. Getlnstanceld. 187
+
+1.13.74. 2 RtGameObject. GetName. 188
+
+1.13.74. 3 RtGameObject. GetOwnerMemberId . 188
+
+1.13.74. 4 RtGameObject. GetOwnershipType . 188
+
+1.13. 75 SaveData . 188
+
+1.13.75.1 SaveData. Create . 188
+
+1.13.75. 2 SaveData. GetState . 188
+
+1.13.75.3 SaveData. StartLoading . 188
+
+1.13.75. 4 SaveData. StartSaving. 188
+
+1.13.76 Scene . 188
+
+1.13.76.1 Scene. FindEntity. 188
+
+1.13.76. 2 Scene. FindScreen. 188
+
+1.13.76.3 Scene.FindTriggerVolume . 188
+
+1.13.76. 4 Scene.GetGraphicsEngineParam. 188
+
+1.13.76.5 Scene. Getlnstanceld . 188
+
+1.13.76.6 Scene. GetLaunchParam. 188
+
+1.13.76.7 Scene. GetLayerCoNisionDefauIt. 188
+
+1.13.76.8 Scene.GetListenerObjects . 188
+
+1.13.76.9 Scene.GetMaxSaveDataSize . 188
+
+1.13.76.10 Scene.GetSaveDataPermission . 188
+
+1.13.76.11 Scene.GetStartupInstanceParam . 189
+
+1.13.76.12 Scene.GetStartupValueParam . 189
+
+1.13.76.13 Scene. GetVirtualObject . 189
+
+1.13. 76. 14 Scene. IsLoading. 189
+
+1.13.76.15 Scene. IsLoadingObjects . 189
+
+1.13.76.16 Scene. IsSaveDataBusy . 189
+
+1.13.76.17 Scene. LoadData . 189
+
+1.13.76.18 Scene. LockPadControls. 189
+
+1.13.76.19 Scene.OverrideAvatarCloseUpCamAspect . 189
+
+1.13. 76. 20 Scene. Overr ideAvatarClosellpCamFov. 189
+
+1.13.76.21 Scene. Overr ideAvatarCIosellpCamZFar . 189
+
+1.13. 76. 22 Scene. Overr ideAvatarClosellpCamZNear. 189
+
+1.13.76.23 Scene.OverrideAvatarStandardCamAspect . 189
+
+1.13. 76. 24 Scene.OverrideAvatarStandardCamFov . 189
+
+1.13.76.25 Scene. OverrideAvatarStandardCamZFar. 189
+
+1.13.76.26 Scene.OverrideAvatarStandardCamZNear . 189
+
+1.13.76.27 Scene. ResetAvatarCamOverrides. 190
+
+1.13. 76. 28 Scene. SaveData . 190
+
+1.13.76.29 Scene.SetGraphicsEngineParam . 190
+
+1.13. 76. 30 Scene. SetLayerCoNisionDefauIt . 190
+
+1.13.76.31 Scene. SetLightProbeData. 190
+
+1.13.76.32 Scene.SetLightProbeTransform . 190
+
+1.13.77 SceneDownload . 190
+
+1.13.77.1 SceneDownIoad. CanceI Down Ioad. 190
+
+1.13.77.2 SceneDownload. GetCurrentDownload. 190
+
+1.13.77.3 SceneDownIoad. GetDownIoadProgress . 190
+
+1.13.77.4 SceneDown I oad. GetDown I oadS i ze . 190
+
+1.13.77.5 SceneDownload. QuerySceneCacheStatus . 190
+
+1.13.77.6 SceneDownIoad. StartDownIoad . 190
+
+1.13. 78 Scenelnfo . 190
+
+1.13.78.1 Scenelnfo. GetSceneld. 190
+
+1.13.78.2 Scenelnfo. GetSceneName. 190
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+
+1.13.78.3 Scenelnfo.GetUniqueInstanceId . 190
+
+1.13. 79 SceneTransition . 190
+
+1.13.79.1 SceneTransit ion. ExitScr ipt. 190
+
+1.13.79.2 SceneTransition. GetDestinationScene . 190
+
+1.13.79.3 SceneTransition. GetObject . 191
+
+1.13.79. 4 SceneTransition. GetOriginScene. 191
+
+1.13.79.5 SceneTransition. GetSceneChangeProgress. 191
+
+1.13.79.6 SceneTransition. IsSceneChangeComplete . 191
+
+1.13.79.7 SceneTransit ion. StartSceneChange. 191
+
+1.13. 80 Screen . 191
+
+1.13.80.1 Screen. AreSceneSoundsMuted. 191
+
+1.13.80.2 Screen. Create . 191
+
+1.13.80. 3 Screen. EnableBackground . 191
+
+1.13.80. 4 Screen. GetCenter. 191
+
+1.13.80. 5 Screen. GetContentCount. 191
+
+1.13.80.6 Screen.GetCurrentContentlndex . 191
+
+1.13.80.7 Screen. GetCurrentTime . 191
+
+1.13.80. 8 Screen. GetMatrix. 191
+
+1.13.80.9 Screen. GetNorma I . 191
+
+1.13.80. 10 Screen. GetSize . 191
+
+1.13.80.11 Screen. GetTotaITime. 191
+
+1.13.80.12 Screen. GetTriggerPosition. 192
+
+1.13.80.13 Screen. GetTriggerRadius. 192
+
+1.13.80.14 Screen. GetVolume . 192
+
+1.13.80. 15 Screen. IsContentPlaying. 192
+
+1.13.80. 16 Screen. IsContentReady. 192
+
+1.13.80. 17 Screen. IsFogEnabled. 192
+
+1.13.80.18 Screen.IsHDFulIScreenModeSet . 192
+
+1.13.80.19 Screen. IsInFulIScreenMode. 192
+
+1.13.80.20 Screen. IsProtected . 192
+
+1.13.80.21 Screen. IsVisible . 192
+
+1.13.80. 22 Screen. Pause . 192
+
+1.13.80. 23 Screen. RestartStream . 192
+
+1.13.80. 24 Screen. Resume. 192
+
+1.13.80.25 Screen. SetChannel . 192
+
+1.13.80.26 Screen. SetContent. 192
+
+1.13.80.27 Screen. SetCurrentContentlndex. 192
+
+1.13.80. 28 Screen. SetCurrentTime. 192
+
+1.13.80. 29 Screen. SetData . 193
+
+1.13.80.30 Screen. SetFogEnabled . 193
+
+1.13.80.31 Screen. SetHDFuIIScreenMode . 193
+
+1.13.80.32 Screen. SetHighPriority . 193
+
+1.13.80. 33 Screen. SetMuteSceneSounds. 193
+
+1.13.80. 34 Screen. SetProtected. 193
+
+1.13.80. 35 Screen. SetTargetabIe . 193
+
+1.13.80.36 Screen. SetTriggerPosition. 193
+
+1.13.80. 37 Screen. SetTriggerRadius. 193
+
+1.13.80. 38 Screen. SetType . 193
+
+1.13.80. 39 Screen. SetVisible. 193
+
+1.13.80. 40 Screen. SetVoIume . 193
+
+1.13. 81 Screenshot . 193
+
+1.13.81.1 Screenshot. Capture. 193
+
+1.13.81.2 Screenshot. Create . 193
+
+1.13.81.3 Screenshot. IsInProgress . 193
+
+1.13.81.4 Screenshot. Succeeded. 193
+
+1.13.82 Sound . 193
+
+1.13.82.1 Sound. Create. 193
+
+1.13.82.2 Sound. GetVolume . 194
+
+1.13.82.3 Sound. IsPaused. 194
+
+1.13.82.4 Sound. IsPlaying . 194
+
+1.13.82. 5 Sound. IsVal id . 194
+
+1.13.82.6 Sound. Pause . 194
+
+1.13.82. 7 Sound. PIay2d. 194
+
+1.13.82. 8 Sound. PIay3d. 194
+
+1.13.82.9 Sound. Resume. 194
+
+1.13.82. 10 Sound. SetPosition. 194
+
+1.13.82.11 Sound. SetRegi ster. 194
+
+1.13.82. 12 Sound. SetVo I ume. 194
+
+1. 13.82. 13 Sound. Stop . 194
+
+1.13. 83 SoundBank . 194
+
+1.13.83.1 SoundBank. Find. 194
+
+1.13.83. 2 SoundBank. PIay2d. 194
+
+1.13.83. 3 SoundBank. PIay3d. 194
+
+1. 13. 84 SoundStream . 194
+
+1.13.84.1 SoundStream. Fi nd. 194
+
+1.13.84.2 SoundStream. GetCurrentTime. 194
+
+1.13.84.3 SoundStream. GetTotaITime. 194
+
+1.13.84. 4 SoundStream. GetVolume . 195
+
+1.13.84. 5 SoundStream. IsPaused. 195
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+
+1.13.84.6 SoundStream. IsPlaying . 195
+
+1.13.84.7 SoundStream. Pause . 195
+
+1.13.84.8 SoundStream. PIay2d. 195
+
+1.13.84.9 SoundStream. PIay3d. 195
+
+1.13.84.10 SoundStream. Resume . 195
+
+1.13.84.11 SoundStream.SetCurrentTime . 195
+
+1.13.84. 12 SoundStream. SetPosit ion. 195
+
+1.13.84. 13 SoundStream. SetVoIume. 195
+
+1.13.84.14 SoundStream. Stop . 195
+
+1.13.85 Sprite . 195
+
+1.13.85.1 Spr ite. Create . 195
+
+1.13. 85. 2 Spr ite. GetColor . 195
+
+1.13.85.3 Sprite. GetElapsedAnimTime . 195
+
+1.13.85.4 Sprite. GetPosition. 195
+
+1.13.85. 5 Sprite. GetRotation. 195
+
+1.13.85. 6 Sprite. GetScale . 195
+
+1.13.85.7 Spr ite. GetTotalAnimTime . 195
+
+1.13.85.8 Sprite. IsAnimPaused . 196
+
+1.13.85.9 Sprite. IsAnimPlaying. 196
+
+1.13. 85. 10 Sprite. PauseAnim . 196
+
+1.13.85.11 Spr i te. PlayAnim. 196
+
+1.13.85.12 Sprite. ResumeAnim. 196
+
+1.13. 85. 13 Spr i te. SetColor. 196
+
+1.13.85.14 Sprite. SetPosition . 196
+
+1.13.85. 15 Sprite. SetRotation . 196
+
+1.13. 85. 16 Spr ite. SetScale. 196
+
+1.13.85.17 Spr i te. SetTexture. 196
+
+1.13.85. 18 Sprite. SetUvs. 196
+
+1.13.85. 19 Sprite. StopAnim. 196
+
+1. 13. 86 SpriteAnim . 196
+
+1.13.86.1 Spr i teAn im. AddFrames. 196
+
+1.13.86. 2 SpriteAnim. Create . 196
+
+1.13.86.3 SpriteAnim. IsLooping. 196
+
+1.13.86.4 SpriteAnim. SetLooping . 196
+
+1.13. 87 StreamOps . 196
+
+1.13.87.1 StreamOps. AddF I oat32. 196
+
+1.13.87.2 StreamOps. BoundsVec4. 197
+
+1.13.87.3 StreamOps. DivFIoat32. 197
+
+1.13. 87. 4 StreamOps. Float32TollInt8. 197
+
+1.13.87.5 StreamOps. HorizAddFIoat32 . 197
+
+1.13.87.6 StreamOps. Mu I FIoat32. 197
+
+1.13.87.7 StreamOps. ShufF I oat32 . 197
+
+1.13.87.8 StreamOps. Shuflnt8. 197
+
+1.13.87.9 StreamOps. SubFloat32. 197
+
+1.13. 88 System . 197
+
+1.13.88.1 System. AddChatLogMessage. 197
+
+1.13.88.2 System. CommercePointlsClosed. 197
+
+1.13.88.3 System. CommercePointOpen. 197
+
+1.13.88. 4 System. DrawText2dInScene. 197
+
+1.13.88.5 System. EnableldleDisconnect . 197
+
+1.13.88.6 System. ExecTitle. 197
+
+1.13.88.7 System. GetChatLogMode . 198
+
+1.13.88.8 System. GetConsoIeTestVaIue. 198
+
+1.13.88.9 System. GetExecTitleErrorCode. 198
+
+1.13.88. 10 System. GetNatType. 198
+
+1.13.88.11 System. GetRegionsTerritory . 198
+
+1.13.88.12 System. GetScreenBottomRight. 198
+
+1.13.88.13 System. GetScreenTopLeft. 198
+
+1.13.88.14 System. GetUserValue. 198
+
+1.13. 88. 15 System. GetVideollploadResult. 198
+
+1.13. 88. 16 System. GetV i deollp I oadStatus. 198
+
+1.13.88.17 System. GetVideoUpIoadUrI . 198
+
+1.13.88. 18 System. IsGameLaunchSessionActive . 198
+
+1.13.88.19 System. IsLookXInverted . 198
+
+1.13.88.20 System. IsLookYInverted . 198
+
+1.13.88.21 System. IsVideoSystemLocked . 198
+
+1.13.88.22 System. IsWideScreen. 198
+
+1.13.88.23 System. PostScore . 198
+
+1.13.88.24 System. ProfanityFiIterText . 199
+
+1.13.88.25 System. SendNpMessage . 199
+
+1.13.88.26 System. SetChatLogMode. 199
+
+1.13.88.27 System. Up IoadVideo . 199
+
+1.13.88.28 System. VideoSystemLock . 199
+
+1.13.88.29 System. VideoSystemUnIock . 199
+
+1.13.88.30 System. WebBrowser IsCIosed. 199
+
+1.13.88.31 System. WebBrowserOpen. 199
+
+1.13.88.32 System.WriteScriptedGameLaunchXML . 199
+
+1.13. 89 Texture . 199
+
+1.13.89.1 Texture. Find. 199
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+1.13.89.2 Texture. GetHeight . 199
+
+1.13.89. 3 Texture. GetWidth. 199
+
+1.13.90 Time . 199
+
+1.13.90.1 Time. AddDays. 199
+
+1.13.90.2 Time. AddHours . 199
+
+1.13.90.3 T ime. AddMi nutes . 199
+
+1.13.90.4 Time. AddMonths. 199
+
+1.13.90.5 Time. AddSeconds . 200
+
+1.13.90.6 Time. AddWeeks . 200
+
+1.13.90.7 Time. AddYears . 200
+
+1.13.90.8 Time. ConvertToLocal . 200
+
+1.13.90.9 Time. ConvertTolltc . 200
+
+1.13. 90. 10 Time. Copy. 200
+
+1.13.90.11 Time. Create. 200
+
+1.13.90.12 Time.GetAsPosixTimestamp . 200
+
+1.13.90.13 Time. GetDate . 200
+
+1.13.90.14 Time. GetDayOfMonth . 200
+
+1.13.90. 15 Time. GetDayOfWeek. 200
+
+1.13.90.16 Time.GetDifference . 200
+
+1.13.90. 17 Time.GetDifferencelnDays . 200
+
+1.13.90.18 Time.GetDifferencelnHours . 200
+
+1.13.90.19 Time.GetDifferencelnMinutes . 200
+
+1.13.90.20 Time.GetDifferencelnMonths . 200
+
+1.13.90.21 Time.GetDifferencelnSeconds . 201
+
+1.13.90. 22 Time.GetDifferencelnWeeks. 201
+
+1.13.90.23 Time.GetDifferencelnYears . 201
+
+1.13.90.24 Time. GetHour . 201
+
+1.13.90. 25 Time. GetMinute . 201
+
+1.13.90.26 Time. GetMonth. 201
+
+1.13.90. 27 Time. GetSecond . 201
+
+1.13.90.28 Time. GetTime . 201
+
+1.13.90.29 Time. GetYear . 201
+
+1.13. 90. 30 Time. IsValid . 201
+
+1.13.90.31 Time. SetDayOfMonth . 201
+
+1.13.90.32 Time.SetFromLocal . 201
+
+1.13.90. 33 Time.SetFromPosixTimestamp . 201
+
+1.13.90. 34 Time.SetFromServer . 201
+
+1.13.90.35 Time. SetHour . 201
+
+1.13.90. 36 Time. SetMinute . 201
+
+1.13.90.37 Time. SetMonth. 201
+
+1.13.90. 38 Time. SetSecond . 201
+
+1.13.90.39 Time. SetYear . 202
+
+1.13.91 TriggerVolume . 202
+
+1.13.91.1 TriggerVolume. AddCa11 back . 202
+
+1.13.91.2 TriggerVolume. Enable. 202
+
+1.13.91.3 TriggerVolume. EnabIeDebugRender . 202
+
+1.13.91.4 TriggerVolume. EnabIeLayerOverlaps . 202
+
+1.13.91.5 TriggerVolume. GetLocaI Matrix. 202
+
+1.13.91.6 TriggerVolume. GetOverIapCount . 202
+
+1.13.91.7 TriggerVolume. GetOverIapData. 203
+
+1.13.91.8 TriggerVolume. GetOverIapType. 203
+
+1.13.91.9 TriggerVolume. GetPosit ion . 203
+
+1.13.91.10 TriggerVolume. IsEnabled. 203
+
+1.13.91.11 TriggerVolume. IsLayerOverIapsEnabled . 203
+
+1.13.91.12 TriggerVolume. RemoveA11 Cal I backs . 204
+
+1.13.91.13 TriggerVolume. RemoveCa11 back . 204
+
+1.13.91.14 TriggerVolume. SetLocaI Matrix . 204
+
+1.13.91.15 TriggerVolume. SetPosit ion. 204
+
+1.13.92 User . 204
+
+1.13.92.1 User. GetName. 204
+
+1.13.92. 2 User. GetPerson. 204
+
+1.13.92.3 User. GetSceneOwner. 205
+
+1.13.92. 4 User. GoToLocation . 205
+
+1.13.92.5 User. InviteToLocation . 205
+
+1.13.92.6 User. IsFriend . 205
+
+1.13.92.7 User. IsInHome . 205
+
+1.13. 92. 8 User. IsOnl ine . 205
+
+1.13.93 Vector4 . 205
+
+1.13.93.1 Vector4. Abs . 205
+
+1.13.93.2 Vector4. Add . 205
+
+1.13.93.3 Vector4.Calculate2dLineIntersection . 205
+
+1.13.93.4 Vector4. Copy. 205
+
+1.13.93. 5 Vector4. Create. 205
+
+1.13.93.6 Vector4. CreateBroadcast . 205
+
+1.13.93. 7 Vector4. Cross . 205
+
+1.13.93.8 Vector4. Dist2Sqr. 205
+
+1.13.93.9 Vector4. Dist3Sqr. 205
+
+1.13.93. 10 Vector4.Dist4Sqr . 205
+
+1.13.93.11 Vector4. Divide . 205
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+1.13.93. 12 Vector4.Dot2 . 206
+
+1.13.93. 13 Vector4.Dot3 . 206
+
+1.13.93. 14 Vector4.Dot4 . 206
+
+1.13.93.15 Vector4. HorizAdd3. 206
+
+1.13.93. 16 Vector4.HorizAdd4. 206
+
+1.13.93. 17 Vector4.Length2. 206
+
+1.13.93.18 Vector4.Length2Sqr . 206
+
+1.13.93. 19 Vector4.Length3. 206
+
+1.13. 93. 20 Vector4.Length3Sqr . 206
+
+1.13.93.21 Vector4. Length4. 206
+
+1.13.93.22 Vector4.Length4Sqr . 206
+
+1.13.93.23 Vector4. Max. 206
+
+1.13.93.24 Vector4. Min. 206
+
+1.13.93.25 Vector4. Multiply . 206
+
+1.13. 93. 26 Vector4. Mu 11 i p I yAdd. 207
+
+1.13.93.27 Vector4. Negate . 207
+
+1.13.93.28 Vector4. Norma 12. 207
+
+1.13.93.29 Vector4. Norma 13. 207
+
+1.13.93.30 Vector4. Norma 14. 207
+
+1.13.93.31 Vector4. Normal ize2 . 207
+
+1.13.93.32 Vector4. Normalize3 . 207
+
+1.13.93.33 Vector4. Normalize4 . 207
+
+1.13.93. 34 Vector4. Recip. 207
+
+1.13.93.35 Vector4. RecipSqrt. 207
+
+1.13.93.36 Vector4. Rotate . 207
+
+1.13.93.37 Vector4. SetBroadcast . 207
+
+1.13.93.38 Vector4.SetW . 207
+
+1.13.93.39 Vector4.SetX . 207
+
+1.13.93.40 Vector4. SetXyzw. 207
+
+1.13.93.41 Vector4. SetY . 207
+
+1.13. 93.42 Vector4. SetZ . 208
+
+1.13.93.43 Vector4. Sign . 208
+
+1.13.93. 44 Vector4. Signum . 208
+
+1.13. 93.45 Vector4. Sqrt . 208
+
+1.13.93.46 Vector4. Subtract . 208
+
+1.13.93.47 Vector4. Transform. 208
+
+1.13.93.48 Vector4. TransformPoint . 208
+
+1.13.93.49 Vector4. TransformVector. 208
+
+1.13.93.50 Vector4.W. 208
+
+1.13.93.51 Vector4. X. 208
+
+1.13.93.52 Vector4.Y. 208
+
+1.13.93.53 Vector4.Z. 208
+
+1.13.94 View . 208
+
+1.13.94.1 View. CaIcuIatePickRay . 208
+
+1.13.94. 2 View. WorIdToScreen. 208
+
+1.13.95 Wardrobe . 208
+
+1.13.95.1 Wardrobe. ResetCommercePoints. 208
+
+1.13.95.2 Wardrobe. SetCommercePoint . 209
+
+1.13.96 Xml . 209
+
+1.13.96.1 Xml. Create. 209
+
+1.13.96.2 Xml. FindAttribute . 209
+
+1.13.96.3 Xml. FindElement . 209
+
+1.13.96.4 Xml. FindNextElement . 209
+
+1.13.96.5 Xml.GetAttributeName . 209
+
+1.13.96.6 Xml. GetAttributeValueBool . 209
+
+1.13.96.7 Xml. GetAttributeValueFloat. 209
+
+1.13.96.8 Xml. GetAttributeVaIuelnt. 209
+
+1.13.96.9 Xml. GetAttributeVaIueText . 209
+
+1.13.96.10 Xml. GetEIementName . 209
+
+1.13.96.11 Xml. GetElementValueBool . 209
+
+1.13.96.12 Xml. GetEIementVaIueFIoat . 209
+
+1.13.96.13 Xml. GetEIementVaIuelnt . 209
+
+1.13.96. 14 Xml. GetEIementVaIueText. 209
+
+1.13.96.15 Xml. IntoElement. 209
+
+1.13.96.16 Xml. OutOfElement . 209
+
+1.13.96. 17 Xml. SetData. 209
+
+1.13.96.18 Xml. SetDataFromContainer . 209
+
+1.14 HDK API Reference . 210
+
+1.14.1 HdkApi. Core. Col lections . 210
+
+1.14.1.1 HdkApi. Core. Col lections. HdkDictionary. 210
+
+1.14. 2 HdkApi. Core. Communication . 210
+
+1.14.2.1 HdkApi. Core. Communication. Target . 210
+
+1.14. 2. 2 HdkApi. Core. Communication. TargetException. 210
+
+1.14.2.3 HdkApi. Core. Communication. TargetManager. 210
+
+1.14.2.4 HdkApi. Core. Communication. TargetResuIt . 210
+
+1. 14. 3 HdkApi. Core. Debug . 210
+
+1.14.3.1 HdkApi. Core. Debug. Logger . 211
+
+1. 14.4 HdkApi. Core. Maths . 211
+
+1.14.4.1 HdkAp i. Core. Maths. Converters . 211
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+1.14. 4. 2 HdkApi. Core. Maths. Vector3. 211
+
+1. 14. 5 HdkApi. Core. UtiIities . 211
+
+1.14.5.1 HdkApi. Core. Uti I ities. Pathllti I ities. 211
+
+1.14. 6 HdkApi. Data. AgeRating . 211
+
+1.14.6.1 HdkApi. Data. AgeRating. AgeRatingltem. 211
+
+1.14. 7 HdkApi. Data. Collect . 212
+
+1.14.7.1 HdkApi. Data. Collect. Collect. 212
+
+1.14. 8 HdkApi. Data. Object . 212
+
+1.14.8.1 HdkApi. Data. Object. ComponentTypes. 212
+
+1.14.8.2 HdkApi. Data. Object. HomeObject. 212
+
+1.14.8.3 HdkApi. Data. Object. Localisationltem. 212
+
+1.14.8.4 HdkApi. Data. Object. ObjectComponent . 212
+
+1.14. 8.5 HdkApi. Data. Object. ObjectManager . 213
+
+1.14. 8. 6 HdkApi. Data. Object. ObjectResource. 213
+
+1.14. 8. 7 HdkApi. Data. Object. TerritoryTypes. 213
+
+1.14.8.8 HdkApi. Data. Object. Uuid. 213
+
+1.14. 9 HdkApi. Data. Object.Components . 213
+
+1.14.9.1 HdkApi. Data. Object. Components.CIothingComponent. 213
+
+1.14.9.2 HdkApi. Data. Object. Components.FurnitureComponent . 213
+
+1.14.9.3 HdkApi. Data. Object. Components. GameLaunchComponent. 213
+
+1.14. 9. 4 HdkApi. Data. Object. Components.HeaderComponent. 213
+
+1.14. 10 HdkApi. Data. Packager . 214
+
+1.14.10.1 HdkApi. Data. Packager. Packager . 214
+
+1.14.11 HdkApi. Data. Reporting . 214
+
+1.14.11.1 HdkApi. Data. Reporting. MessageType . 214
+
+1.14. 12 HdkApi. Data. Scene . 214
+
+1.14.12.1 HdkAp i. Data. Scene. GameObject. 214
+
+1.14.12.2 HdkApi. Data. Scene. GameObjectFolder. 214
+
+1. 14. 12. 3 HdkApi. Data. Scene. GameObjectTypes . 214
+
+1.14.12. 4 HdkApi. Data. Scene. HomeScene . 214
+
+1.14.12. 5 HdkApi. Data. Scene. SceneConverter. 214
+
+1.14. 12. 6 HdkApi. Data. Scene. SceneTypes. 214
+
+1.14. 13 HdkApi. Data. Scene. GameObjects . 214
+
+1.14.13.1 HdkApi. Data. Scene. GameObjects. GameObjectGroup . 215
+
+1.14. 14 HdkApi. Data.Validator . 215
+
+1.14.14.1 HdkApi. Data. Val idator. Val idator . 215
+
+1.14. 15 HdkApi. ObjectEditor . 215
+
+1.14.15.1 HdkApi. ObjectEditor. ObjectEditor. 215
+
+1.14. 16 HdkApi. ObjectEditor. User Interface . 215
+
+1.14.16.1 HdkApi. ObjectEditor. User Interface. Menu. 215
+
+1.14.16.2 HdkApi. ObjectEditor. User Interface. Menultem. 215
+
+1.14.16. 3 HdkApi. ObjectEditor. User Interface. MenuManager . 215
+
+1.14. 17 HdkApi. RepertoireEditor . 215
+
+1.14.17.1 HdkApi. RepertoireEditor. Action. 216
+
+1.14. 17. 2 HdkApi. RepertoireEditor. Behaviour . 216
+
+1.14. 17. 3 HdkApi. RepertoireEditor. BooleanRegister . 216
+
+1.14. 17. 4 HdkApi. RepertoireEditor. EaseCurve . 216
+
+1.14.17. 5 HdkApi. RepertoireEditor. EaseCurveType . 216
+
+1. 14.17. 6 HdkApi. RepertoireEditor. IntegerRegister . 216
+
+1.14.17.7 HdkApi. RepertoireEditor. Locomotion. 216
+
+1.14.17.8 HdkApi. RepertoireEditor. LocomotionState . 216
+
+1.14.17.9 HdkApi. RepertoireEditor. NumberRegister. 216
+
+1.14.17. 10 HdkApi. RepertoireEditor. Repertoire . 216
+
+1.14.17.11 HdkApi. RepertoireEditor. RepertoireEditor . 217
+
+1.14. 17. 12 HdkApi. RepertoireEditor. RepertoireEvent. 217
+
+1.14.17. 13 HdkApi. RepertoireEditor. RepertoireRegister . 217
+
+1.14. 17. 14 HdkApi. RepertoireEditor. RepertoireTargetRig. 217
+
+1.14.17.15 HdkApi. RepertoireEditor. State. 217
+
+1.14.17. 16 HdkApi. RepertoireEditor. StringRegister . 217
+
+1.14.17. 17 HdkApi. RepertoireEditor. Transition . 217
+
+1.14. 18 HdkApi. RepertoireEditor. Animation . 217
+
+1.14.18.1 HdkApi. RepertoireEditor. Animation. BlendNode . 217
+
+1.14.18.2 HdkApi. RepertoireEditor. Animation. BlendTree . 217
+
+1.14.18.3 HdkApi. RepertoireEditor. Animation. BlendTreeAnimation. 218
+
+1.14.18.4 HdkApi. RepertoireEditor. Animation. SkeI eta I Animation . 218
+
+1.14. 19 HdkApi. RepertoireEditor.Conditions . 218
+
+1.14.19.1 HdkApi. RepertoireEditor. Conditions. And. 218
+
+1.14.19.2 HdkApi. RepertoireEditor. Conditions. CompareCurrentBehaviour. 218
+
+1.14.19.3 HdkApi. RepertoireEditor. Conditions. CompareCurrentNetworkAge . 218
+
+1.14.19.4 HdkApi. RepertoireEditor. Conditions. CompareNetworkAge. 218
+
+1.14.19.5 HdkApi. RepertoireEditor. Conditions. ComparePreviousBehaviour . 218
+
+1.14.19.6 HdkApi. RepertoireEditor. Conditions. ComparePreviousState . 218
+
+1.14.19.7 HdkApi. RepertoireEditor. Conditions. CompareRegister. 218
+
+1.14.19.8 HdkApi. RepertoireEditor. Conditions. CompareStateAge. 218
+
+1.14.19.9 HdkApi. RepertoireEditor. Conditions. ComparisonType . 218
+
+1.14.19. 10 HdkApi. RepertoireEditor. Conditions. Condition . 218
+
+1.14.19.11 HdkApi. Repertoi reEditor. Conditions. Or. 218
+
+1.14.19.12 HdkApi. RepertoireEditor. Conditions. RandomVaIue . 218
+
+1.14. 20 HdkApi. RepertoireEditor. Emotes . 218
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+1.14.20.1 HdkApi. RepertoireEditor. Emotes. ActionEmote. 219
+
+1.14.20.2 HdkApi. RepertoireEditor. Emotes. BehaviourEmote . 219
+
+1.14.20.3 HdkApi. RepertoireEditor. Emotes. EmoteContext . 219
+
+1.14.20. 4 HdkApi. RepertoireEditor. Emotes. EmoteGroup . 219
+
+1.14.20.5 HdkApi. RepertoireEditor. Emotes. Globa I Emotes . 219
+
+1.14. 20. 6 HdkApi. RepertoireEditor. Emotes. Regional Emotes . 219
+
+1.14.21 HdkApi. RepertoireEditor. Outputs . 219
+
+1.14.21.1 HdkApi. RepertoireEditor. Outputs. ClearRegister . 219
+
+1.14.21.2 HdkApi.RepertoireEditor. Outputs. Output. 220
+
+1.14.21.3 HdkApi. RepertoireEditor. Outputs. OutputType. 220
+
+1.14. 21.4 HdkApi. RepertoireEditor. Outputs. SetNextBehaviour. 220
+
+1.14. 21.5 HdkApi. RepertoireEditor. Outputs. SetRegister . 220
+
+1.14.21.6 HdkApi. RepertoireEditor. Outputs. SpawnAction . 220
+
+1.14.21.7 HdkApi. RepertoireEditor. Outputs. TriggerEvent. 220
+
+1.14. 22 HdkApi. RepertoireEditor. User Interface . 220
+
+1.14.22.1 HdkApi. RepertoireEditor. User Interface. Menu. 220
+
+1.14. 22. 2 HdkApi. RepertoireEditor. User Interface. Menultem. 220
+
+1.14.22.3 HdkApi. RepertoireEditor. User Interface. MenuManager . 221
+
+1.14.23 HdkApi. SceneEditor . 221
+
+1.14.23.1 HdkApi. SceneEditor. SceneEditor. 221
+
+1.14. 24 HdkApi. SceneEditor. Camera . 221
+
+1.14.24.1 HdkApi. SceneEditor. Camera. Camera. 221
+
+1.14.24. 2 HdkApi. SceneEditor. Camera. CameraManager . 221
+
+1.14. 24. 3 HdkApi. SceneEditor. Camera. SceneCamera . 221
+
+1.14. 25 HdkApi. SceneEditor. Select ion . 222
+
+1.14.25.1 HdkApi. SceneEditor.Select ion. SelectionManager . 222
+
+1.14.26 HdkApi. SceneEditor. User Interface . 222
+
+1.14.26.1 HdkApi. SceneEditor. User Interface. Menu . 222
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+1.14.26.2 HdkApi. SceneEditor. User Interface. Menultem . 222
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+1.14. 26. 3 HdkApi. SceneEditor. User Interface. MenuManager. 222
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+1.14. 27 HdkApi. SceneEditor. UtiI ities . 222
+
+1.14.27.1 HdkApi. SceneEditor. UtiI ities. SynchronizationObject. 222
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+1.15 Samples . 222
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+
+HDK Help
+
+
+Welcome to the HDK Help
+
+Here you will find PS Home Development Kit documentation.
+
+
+HDK User Help
+
+
+What’s New
+
+• What’s New in this Release
+
+• Lua API Reference
+
+• HDK API Reference
+
+• Recent Changes in the HDK Help Wiki
+
+
+Getting Started
+
+• HDK Overview
+
+• InstalIing the HDK
+
+• Samples
+
+
+Issues
+
+• Bug Fixes
+
+• Known Issues
+
+
+Support and Assistance
+
+• Wiki Help
+
+• Contact the Knowledge Management Team
+
+
+
+Recent Changes in the HDK Help Wiki
+
+
+
+
+
+
+
+
+Recently Updated
+
+
+• Portable Objects
+updated by Siobhan Viviers
+(view change)
+about an hour ago
+
+
+Welcome
+
+PS Home Development Kit Documentation
+
+Welcome to the Home Development Kit Help Wiki
+
+In this area you can find out what’s new and exciting about the latest release of the HDK, the Lua API, and the HDK API.
+Read about the Known Issues and Bug Fixes in this release.
+
+
+
+Support and Assistance
+
+Contact the Support Team £
+
+
+
+
+
+
+
+
+
+
+What’s New in this Release
+
+Release 1.86
+
+HDK 1.86 has been released and is now available to everyone on the Home Developer Network - https://home.scedev.net/.
+
+The release includes all the tools and exporters required to create content for PlayStation®Home, as well as a developer’ s build
+of the upcoming PS Home 1.86 client.
+
+New Features and Improvements
+
+HDK 1.86 provides developers with 4 new Inventory Items which will allow users to interact with each other in new and fun ways,
+as well as leave their mark on spaces with objects they can deploy anywhere. These new Inventory Items are:
+
+
+Portable Item:
+
+
+Deploy an animated model in any space that allows portable items
+Play different animations based on player proximity and interaction
+
+For more information see Portable Items
+
+
+Avatar Interaction Pack:
+
+
+Set custom animations on the player and allow other players to interact with you directly
+Hug, high-five, shake hands, chest bump - players can interact like never before!
+
+For more information see Avatar Interaction Packs
+
+
+Group Animation Pack:
+
+
+Set custom behaviours on the player and allow other players to join you in a group activity
+Move in perfect unison with the members of your group
+
+For more information see Group Animation Packs
+
+
+Sound Pack:
+
+
+Set custom sounds to your avatar and play them to those around you
+Attach custom animations to play while certain sounds are playing
+
+For more information see Sound Packs
+
+These new templates add a huge variety of new ways for PS®Home users to interact and express themselves, and will help make
+PS®Home an even more lively place to spend your time.
+
+
+
+
+
+Lua API
+
+
+There are no new functions in either the Lua or HDK APIs.
+
+One change has been made to a function in the Lua API.
+
+NetPropertyBag.GetBagindex has been updated slightly, as listed in What’s New in Lua.
+
+Known Issues
+
+none
+
+Bugfixes
+
+A number of bug fixes and general stability improvements have been made.
+
+
+Previous Releases
+
+
+Release 1.83
+
+
+New features
+
+Support for creation of ’BodySuit’ clothing type. These are a composite of the Torso, Legs, Feet and Hands components and covers
+all of the avatar below the neck.
+
+Known Issues
+None
+
+
+Bugfixes
+
+Online Help URL is now fixed.
+
+ObjectEditor ’Objects View’ shows the Object’s UUID as a tool tip. Useful if you have multiple objects with the same name.
+QA Request Form fixes.
+
+
+Release 1.82
+
+This HDK update provides an updated version of the developer build of the Home client, containing bug-fixes and optimisations to
+underlying systems and support for future templates. There are no API or feature additions.
+
+There are no changes to any developer-facing functionality except for the behavior of the ’Object Resource Override’ feature.
+Content created with HDK 1.82 that makes use of this feature will use the mapped localization to determine the resource to load,
+rather than the region.
+
+For example, French Canadian users would see the French rather than English localized resources.
+
+
+Release 1.80
+
+
+New Features and Improvements
+
+
+Improvements to Feature and Client Development
+
+
+Significant changes have been made to the client to allow the development and release of future features without requiring a
+client update.
+
+This means that future client patches will be more focused on bug fixing and stabiIity while New Features will be delivered on an
+individual and more regular basis outside of a client update.
+
+Developing features in this way means we can make changes and implement bug fixes much faster, potentially on a weekly basis
+rather than having to wait until the next client release.
+
+As this is a big change to the client we aren’t including a headline feature with this update to ensure it is as smooth, clean
+and focused as possible.
+
+New features based on the 1.80 technology will be released throughout the coming months; here is an idea of some that are
+currently in development:
+
+• More item types — Including portable items with gameplay features and new types of Locomotion object.
+
+• Player Inspect - Allowing players to inspect other players, see what items they are wearing and where they got them.
+
+• Improved moderation — Providing enhanced tools to help Home moderators and admins provide a better service.
+
+
+• Improved Commerce Points - New systems to make the commerce process smoother and easier
+
+• Events - Supporting broader and more engaging social & gaming events within Home.
+
+• More use of server-side Save Data - Extending the range of save-data now that it is kept on Home’ s servers.
+
+
+General Improvements
+
+• A feature has been added to allow developers to choose what emotes they wish to use with specific Full Body Suit outfits.
+
+This gives developers more freedom when creating Full Body Suit outfits as they do not have to ensure that every default
+
+emote can work.
+
+• Players you have interacted with as you journey through Home will be added to your Players Met list on the XMB™. Players
+
+can also be added manually with the new ’ AddToPlayersMetList’ Lua API command, in the LocalPlayer Library.
+
+• It is now possible for the client to display user presence information on your friends list that can show where or what
+you and your friends are playing while in PS Home.
+
+• Developers can now specify specific spawn points for users that have been invited to a scene so that you will always
+appear in the right place.
+
+• A local service IDs list can be used to develop and test commerce items without publishing them to a sandbox.
+
+• The commands AsyncCommands . TicketRequest and AsyncCommands . Ent it lementRequest now take an optional version
+parameter, allowing v3. 0 tickets to be retrieved. This version allows for a much higher number of entitlements per
+ticket.
+
+• Voucher codes can now be redeemed whilst Home is running, using the command
+
+AsyncCommands.AsyncCmdCommerceRedeemVoucher.
+
+
+Bug Fixes
+
+• An issue with a specific Hair Color being reset has been fixed.
+
+• Remaining issues with the sorting of the Inventory have been addressed.
+
+• Some cases of download and relocation to scenes taking longer than necessary have been fixed.
+
+• A bug that caused problems accessing mini-games and using queues after a network error has been fixed.
+
+• Various additions have been made to make Home more tolerant of poor network conditions.
+
+• A number of other bug fixes and general stability improvements have been made.
+
+
+Client
+
+
+Score Posting
+
+
+There is a new API to access our new scoring service that will be available soon. This will form part of our events plans in the
+future and allows your content to hook into this. The new System.PostScore API will access a developer generated GUID to
+identify your scores, the score itself and optional metadata. The API is available to use now and further details will be
+provided when the service is available.
+
+
+Future Documentation
+
+
+From 1.80 onwards, we’re dropping versions!
+
+The documentation will be available as always on the wiki, and it will be updated each time a change is made.
+Live content, kept fresh, whenever there is a change to the HDK.
+
+
+You can check on the latest changes made on the Recent Changes in the HDK Help
+the whole space
+
+Feel free to continue commenting
+
+
+iki page, or set a watch on specific pages
+
+
+i3P
+
+
+or
+
+
+What’s New in Lua
+
+The following tables summarize the additions and modifications to the Lua API Reference.
+
+New functions
+No new functions
+
+Changed Functions
+
+Function
+
+NetPropertyBag.GetBaglndex
+
+
+Deleted Functions
+
+
+
+
+
+
+
+Function
+
+
+None
+
+
+What’s New in the HDK API
+
+
+No changes or additions to the HDK API Reference.
+
+
+Known Issues
+
+
+$ See also the technotes on SCE DevNet - https://home.scedev.net/technotes
+
+
+New Issues Reported in this Release
+
+No new issues for 1.86
+
+Issues Reported in Previous Releases
+
+Self/Package (HomeDeveloper. self)
+
+1. Character facial expressions do not reset whilst moving using a Locomotion Item. However the facial expressions do reset
+after the user has stopped moving. [HDK 1.75 Known Issue] (#12344)
+
+2. Object Profiler doesn’t accurately reflect garbage collected memory [HDK 1.70 Known Issue], (#11246)
+
+3. User will be unable to launch into a new clubhouse from Scene Editor if they have a pending clubhouse invite. (#5448)
+
+4. The CTC (or "Change The Classification") icon that is used for Australian age ratings is too large in comparison to the
+
+text that it contains. (#3818)
+
+5. When creating scenes and mini-games (specifically sessioned mini-games) that use the group door functionality, you may
+find that not all users are able to relocate out of the scene after joining the mini-game. If this happens try one or al
+of the following:
+
+a. Create a new user account and re-test.
+
+b. Amend the mini-game to be a session I ess mini-game and re-launch the scene through the Scene Editor.
+
+c. Create a new session with a different user and then attempt to have all users relocate.
+
+d. Wait for a period of time for the servers to be updated and then re-test.
+
+6. Renderer.Camera2dSetRotation does not work with text rendering [HDK 1.51 Beta Known Issue], (#5509)
+
+
+Lua API
+
+1. Setting Renderer position has no effect
+
+2. Setting the trigger radius through the Object Editor does not work with RtGames
+HDK API
+
+1. The editor crashes if you assign None to the keyboard shortcut of a Menultem [HDK 1.65 Alpha Known Issue], (#8869)
+
+
+Maya
+
+1. Skin Color and Skin Specular Maps are included in the BAR file when packaging Clothing Components. [HDK 1.70 Known
+Issue], (#6281)
+
+2. [Windows XP] Many of the character components have black shading on the textured view of the mesh that shouldn’t be
+there. [HDK 1.70 Known Issue], (#5048)
+
+3. [Maya 2010] The Attribute Editor may become corrupted when viewing AtgMateria Is. This is fixed in Maya 2012 and loads
+faster in Maya 2013.
+
+Workaround: If corruption occurs, select ’Copy Tab’ (found on the bottom of the Attribute Editor). This will show a workabl
+Attribute Editor in a floating window.
+
+
+Art Tools
+
+1. The default camera flip plane settings in Maya may sometimes result in meshes not being clearly visible in the viewport
+when changing views.
+
+2. Users may experience some graphical issues when using Maya 2010 x64 bit in Windows 7, particularly with meshes in the
+view port and with tabs disappearing.
+
+3. Maya: In Maya, if character components originally used placeholder textures, when different textures are defined in the
+object xml these textures may not display and the placeholder textures are used in runtime instead. If this issue occurs,
+
+
+
+
+
+
+the original Maya scene has to be modified to use non-placeholder textures and re-exported.
+
+4. In the Sky Tool, if there is no shader texture applied (or the texture that was applied does not exist at the location),
+the scene will not display placeholder textures, but will instead not display any clouds.
+
+5. After creating and launching a scene as a clubhouse in the Scene Editor, if the user then attempts to launch the same
+scene in Maya or 3ds Max using the Scene Viewer option, it will cause an error in PS Home. Users, after using the Scene
+Editor to launch the scene as a clubhouse, should only use the Scene Editor to launch the scene rather than using the
+Scene Viewer in the art tools. (#2437)
+
+6. Applying Capsule or Sphere collision shapes to collision geometry in environments will sometimes have no effect when used
+in PS Home.
+
+7. Geometry video screens that have multiple video sources are not supported currently. This will result in a crash in PS
+Home when the scene is loaded when the video feed is changed. It is recommended that a plane geometry video screen is
+used if multiple video sources are required when creating the scene.
+
+8. For furniture item export in Maya and 3ds Max, individual collision shapes less than 10 cm thick in any direction may not
+work robustly in PS Home.
+
+9. If you assign a texture containing the sub-string ’placeholder’ to a texture slot in an ATG Material, the corresponding
+effect will be disabled. For example, if you assign placeholder_normal jnap. dds to the Normal Map slot, the texture will
+be ignored by the runtime graphics engine and normal mapping will be disabled. If you want to edit and use any of the
+existing placeholder textures, make sure that you rename them so that it doesn’t include the text ’placeholder’.
+
+10. When creating a Scene in 3ds Max or Maya, upon export the Light Volume is replaced by its own bounding volume. This will
+cause extra probes to be generated if the Light Volume contains more than one shape.
+
+11. For both Maya and 3ds Max, vertex animation is not supported and may produce undefined results.
+
+
+Scene Editor
+
+1. When loading a Scene Project file, the cancel button may not function as the user expects. Rather than cancel the loading
+
+of a Scene, this button will instead cancel the loading of a Model file. [HDK 1.75 Known Issue] (#10615)
+
+2. Live editing and work area views do not match when using the Arcball Camera to rotate the view in the Scene Editor.
+
+(#6540)
+
+3. User is only able to add seats through the Project tab in the Scene Editor. (#6658)
+
+4. Only one script file is supported in a Scene. Any further scripts in a scene would have to be added as embedded objects.
+
+5. The user found that if the Asset Window is not docked with the UI, the user may be unable to add assets to the scene due
+to the options being disabled.
+
+6. When using an On IineMediaRSS screen in a scene, the Fall off/end values set in the Scene Editor will be ignored by the
+client when an mp3 file is played. Instead of playing inside the point sound for the screen, it will be heard everywhere
+in the scene. When using videos however, the screen’s point sound behaves normally.
+
+
+Object Editor
+
+1. HDK 1.45 Alpha: If the user updates the object files outside of the Object Editor whilst it is still open and then
+attempts to package, incorrect versions of the files may end up in the package. In order to work around this, close the
+object editor before editing the files and then reload the object after finishing, which will ensure the correct version
+is loaded into the editor and then is able to be packaged.
+
+2. It is possible that the template for Companion Objects may require changes in the future and there might be some
+circumstances where we will need developers to update and repackage their Companion Objects. Therefore we recommend that
+you keep all of the assets used in creating your Companion Objects. You may also be asked to supply the Companion Object
+assets to your Home Account Manager.
+
+
+Repertoire Editor
+
+1. An unexpected error occurs when renaming an Emote node in the Property Editor window and clicking away before confirming
+the text entry with "enter". [HDK 1.75 Known Issue] (#12325)
+
+2. [Object Editor] Using Object > Edit Repertoires may load the Repertoire Editor without loading the Object as you’d
+expect. The preferred workflow is to open the Object from the Repertoire Editor using the Object Browser.
+
+3. Nodes are still validated against, even if the Parent node has been disconnected. [HDK 1.70 Known Issue], (#10544)
+
+4. [Windows 7 x64] The Repertoire Editor cannot always be restored from minimized. [HDK 1.70 Known Issue], (#7999)
+
+5. Application error occurs for first Edit Repertoires after user installs HDK. (#7982)
+
+
+Particle Editor
+
+1. When running the ATG Particle System Tool for the first time, the relative path of textures is not set. This means that
+
+launching a scene with a particle effect will result in a "Not Found" texture in PS Home. However, when you run the tool
+
+a second time the relative path is set, which nullifies the problem and the particle effect is displayed correctly in the
+scene.
+
+2. In the Particle System Tool, the File menu keyboard shortcuts do not function as expected when the Effect Grid window is
+maximized.
+
+3. In PS Home currently, particles with alpha do not sort correctly- if multiple instances of the same particle are spawned
+
+in a script they will sort over one another in the order they are called.
+
+
+Network
+
+1. Before installing a new version of the HDK, clubs created in previous versions need to be disbanded, as club information
+cannot be moved from one server to another (or accessed from different accounts) without causing errors. If you have
+created a club in a previous version of the HDK, do the following:
+
+a. In the client in which you created the club, disband all the clubs that you are tied to so that there is no club
+data left on your PSN account.
+
+
+
+b. Uninstall the Developer Package as normal, removing all save and game data along with clearing the cache in the
+Debug menu on the XMB™.
+
+c. Install the new client as normal (package or HDK), and load the client as normal, with your desired CSO to your
+CDEV sandbox.
+
+d. When in the default apartment, add the scene entitlement object for the clubhouse you want to test into your test
+inventory.
+
+e. Create a new club as normal, and change the clubhouse to the created clubhouse.
+
+f. Select the "Go to Clubhouse" option in the club menu for your club and you should be able to enter the clubhouse
+as normal and not get the C—991 server error.
+
+Media
+
+1. Screens in Home in some circumstances can sort incorrectly against meshes with semi-trans shaders applied to them. To
+avoid this issue try to limit the use of alpha in materials that will be seen in areas with screens.
+
+Other
+
+1. Realtime Physics - Rigid bodies penetrate too readily. Thin objects can pass through each other. Cubes will roll as if
+they have curved edges, etc.
+
+2. When viewing high polygonal scenes using the "Wireframe Mode" in the Profiler Sidebar, the user may experience a
+significant framerate drop in the HomeDeveloper. self.
+
+3. Media RSS streams can prevent all HTTPS requests. For pre-cached Media RSS content, the client may not realize it has
+already downloaded files, and will re-download them. Media RSS screens can consume users’ bandwidth. See Media RSS File
+Specification for full explanation on proper Media RSS usage.
+
+4. When you call a sound from a Lua script, the sound file is calculated as a part of the Scene’s memory budget, and not as
+a part of the sound budget for the scene.
+
+5. The scenes that will be displayed in the new Navigator menu in the Developer’s build package and HomeDeveloper.self are
+those that are for the region specified in the PSN account the user is connecting with. In order to view scenes outside
+of this region, the user must have a PSN account appropriate to the region of the content being tested (or select the
+correct country from the Developer Menu on start)
+
+6. The HomeDeveloper. self requires a connection to the PlayStation®Network in order to obtain the current (even in
+offline mode). If there is no connection to PSN the default age of 0 is used. Therefore, if PSN is experiencing downtime,
+the user will be unable to enter the basic apartment through the Navigator.
+
+7. Variable bitrate for mp3s is not supported.
+
+8. Currently, users are unable to log in to the HomeDeveloper. self with a PlayStation®Network account where the age is set
+to 17 or under.
+
+
+Bug Fixes
+
+No bugs for 1.86, just general improvements.
+
+Self/Package
+
+• none
+
+Lua API
+
+• none
+
+HDK API
+
+• none
+
+Object Editor
+
+• none
+
+Scene Editor
+
+• none
+
+Other
+
+• none
+
+
+Brand Guidelines
+
+
+PlayStation®Home Brand Guidelines
+
+
+All you need to know about how to refer to PlayStation®Home (and which logos to use) when making promotional material for your PS
+Home content.
+
+In the PS Home Brand Guidelines PDF you can find
+Information about:
+
+• Logos
+
+• Icons
+
+• Color Palette
+
+• Typography
+
+Guide Iines for:
+
+• Sponsorship
+
+• Partnership
+
+• Third Party
+
+• Merchandise
+
+And Legal Information
+
+
+
+Neue Helvetica
+45 Light
+
+
+abcdefghijklmnopqrstuvwxyz
+
+ABCDEFGHIJKLMNOPQRSTUVWXYZ
+
+0123456789
+
+
+Avoid using the cyan version of the Icon
+on colours that clash or make It hard to
+distinguish.
+
+
+The white version of the Icon should be
+used In these Instances.
+
+
+Neue Helvetica
+55 Roman
+
+
+0
+
+
+abcdefghijklmnopqrstuvwxyz
+
+ABCDEFGHIJKLMNOPQRSTUVWXYZ
+
+0123456789
+
+
+Avoid using the cyan or black version of The white version of the icon should be
+the Icon on dark backgrounds. used In these Instances.
+
+
+Neue Helvetica
+65 Bold
+
+
+abcdefghijklmnopqrstuvwxyz
+
+ABCDEFGHIJKLMNOPQRSTUVWXYZ
+
+0123456789
+
+
+
+3 Download PS Home Brand Guidelines
+Download PS Home Logo Files
+
+
+Getting Started
+
+
+The PS Home Development Kit (HDK) documentation is for artists,
+
+New to the HDK? Get started by installing the client and taking
+content creation within PS Home.
+
+Artists
+
+Try creating an object or an environment using Maya. Export the
+and edit it as a scene in Scene Editor. Then package the object
+
+
+developers, testers, and anyone who uses the HDK.
+a look at the HDK Overview which introduces you to the tools for
+
+object and edit it in Object Editor and export the environment
+and the scene ready for submission to quality assurance.
+
+
+Designers
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Explore and find out about the objects. ?scenes, and ?systems & services in PS Home - these sections cover everything from ?
+clothing to ?clubhouses, ?resource packs (DLC) and ?game launching to networking, rewards to ?commerce. Get to know what’s
+possible with Lua Scripting and have a look at the ??general design guidelines, ?mini-game design and ?designing a Home Space.
+
+Programmers
+
+Explore the many features of Lua and implement dynamic behavior within Home using Lua Scripting. Customize certain tools in the
+HDK using the HDK API.
+
+Testers
+
+Check your content meets the technical requirements to function in PS Home.
+
+
+
+HDK Overview
+
+What is PS Home?
+
+PlayStation®Home is part of the PlayStation®Network service (PSN). Users who have signed up to PSN can access it for free. PS Hoim
+In PS Home, users can combine their interest in games with the social experience of being in a community of others with the same
+After the initial download, users get their own customizable avatar and apartment, a profile that others can view. There are pub I
+PS Home provides a ready-made world that has many systems already in place for developers to use, including physics, commerce, UI
+
+The HDK is designed for developers to make content for PS Home, using the platform and its existing systems to suit their needs. I
+For the developer, PS Home offers an opportunity to easily create public spaces, and create and sell personal spaces (e. g. apartnn
+
+
+
+
+
+
+
+
+Personal
+
+(video)
+
+
+Individual
+Components -
+eg shirt
+
+
+Composites -
+eg Full Body
+
+
+Public
+(no video)
+
+PS Home Content
+
+—> Suits
+
+
+Picture Frames
+
+
+
+Clothing >
+
+
+
+Public > J:
+
+
+Arcade
+
+
+
+
+
+
+Machines
+
+
+Furniture >
+
+
+Personal >
+
+
+Personal
+(no video)
+
+
+Scenes
+
+
+Bulletin hoards
+
+
+Clubhouses >
+
+
+Game 16
+Player
+
+
+Game 32
+Player
+
+
+
+Video
+
+
+Game 60
+Player
+
+
+Objects
+
+
+Actives >
+
+
+Rewards >
+
+
+
+Resource
+Packs >
+
+Game
+
+Launching >
+
+
+
+
+Games >
+
+
+Companions >
+
+
+Portables >
+
+
+Animation
+Packs >
+
+
+Locomotion
+Objects »
+
+
+Realtime
+Games >
+
+
+v.
+
+
+v
+
+
+1
+
+
+Mini-games >
+
+
+Arcade Games
+
+
+
+| 1 PlayStation®
+
+See the full diagram here
+
+SL^ J Home
+
+
+What is the Home Development Kit?
+
+The Home Tools Team provides the means to create, edit, test and submit assets for PS Home using the Home Development Kit (HDK).
+Through the tools provided we empower developers to create anything from a complete public space, to a Lua-scripted 3D mini-game
+set inside the lobbies you create.
+
+PS Home is constantly being developed and expanded to include ever-better features. As a result the HDK is also constantly being
+improved to offer the very latest innovations, workflow and feature improvements to developers.
+
+
+HDK Tools
+
+
+The Home Development Kit (HDK) is a bundled selection of tools and plug-ins that are downloaded from https://home.scedev.net
+and installed on a PC. Only registered PlayStation®3 or PS Home developers may access this toolkit. We also offer samples of
+scenes and assets, documentation and tutorials.
+
+The following tools are free to registered developers and are constantly expanding and improving:
+
+
+Content
+Creation Tools
+
+
+Editors
+
+
+Test / Debug
+Tools
+
+
+
+SCREAM
+
+
+Sky Tool
+
+
+
+Variation
+
+Editor
+
+
+r~
+
+Dev Client
+
+
+Profile GUI
+
+
+1
+
+
+Content
+
+Viewers
+
+
+Object Profiler
+
+
+f
+
+
+Dev Debug
+Console
+
+Commands
+
+
+1
+
+SLED
+
+
+Character
+
+Viewer
+
+
+HDK Browser
+
+
+Documentation, Samples and Tutorials
+
+Since the first pre-release of the HDK we have responded to the needs and requests of developers for more detailed documentation
+and support. This should help developers plan their projects for PS Home knowing the current scope of the features, best practice
+using the tools and the future features being worked on.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+As a result, we provide regular updated documentation and samples on https://home.scedev.net Er for every release.
+
+One of the most important documents is Known Issues. Please take a few moments to read through this before moving on to the HDK
+InstalI at ion.
+
+
+Samples are offered as a separate download with the HDK - go to https://home.scedev.net and select Resources > Samples to
+find the latest ones. Of course, they may be used only to study, explore and analyze the capabilities of the HDK for the purposes
+of your own development work. They may not be used as templates for the creation of scenes or other assets or for any other
+purpose.
+
+
+Developing with the HDK
+
+Scenes and objects are created with the HDK tools and packaged up ready for upload to Home. Broadly the content that can be
+created uses the following tools:
+
+
+
+Each tool (such as the Maya plug-in) has an export option that allows you to save your content in the correct format within PS
+Home.
+
+Once exported, the Scene and Object Editors give you the option to combine resources and edit settings. Which means you can add
+in sound effects and arcade game objects to your scene, or include Lua scripts within your mini-game or realtime game (for
+example).
+
+To add your content to Home, the assets are uploaded using the Content Delivery System (CDS) - which requires you to package each
+asset using the Scene Editor or Object Editor as appropriate.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+TYPICAL
+
+WORKFLOW
+
+\ _ )
+
+
+
+Art and Sound Tools
+
+
+Maya Art Plugins
+
+You add the plug-ins to Maya as new shelves and menu options. The plug-ins help you to create the Home Spaces and objects with
+useful automated processes to aid with lighting, lightmaps, textures, collisions and validation.
+
+
+Photoshop
+
+Adobe® Photoshop® or any other image editing tool can be used to create graphics such as sprites and backgrounds.
+
+
+ATG Particle Effects Tool
+
+You can use the ATG Particle Effects Tool to edit particle effects for use with the latest version of the runtime. Improvements
+
+have allowed a more granular approach to constructing particle effects, without loss of efficiency, and the tool was designed
+
+around this. The tool enables you to create effects easily by placing a number of ’nodes’ into an ’effect graph’ and tying
+together attributes on each node, to represent the data flowing between the nodes.
+
+Currently, particle effects can only be added to scenes, but not scene or character components (i.e. furniture or clothing). Th
+
+feature may be supported in future releases.
+
+
+Static LODs
+
+You can define additional meshes in environments as static LODs (Levels Of Detail). This allows the artist to reduce the detail
+and hence the amount of triangles that need rendering in Home which improves the frame rate.
+
+The benefits of this are clearly dependent on the particular artwork and the way in which it is constructed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+SCREAM Audio Tools
+
+
+PS Home’s Scene Editor works with soundbank files that are created using the recommended version of the SCREAM Tool offered to
+all PlayStation®3 and PS Home developers. Only audio produced with the SCREAM Tool will produce the files required.
+
+The SCREAM Tool offers developers the ability to create complex, interactive sounds with a minimum of programmer support. It
+creates sound banks that work in conjunction with the SCREAM runtime engine. The tool can be used in conjunction with a Sound
+Tool Server (running on the local PC), which lets the sound designer audition and tune the audio before handing it to the
+development team.
+
+
+Animation Overview
+
+
+
+PS Home supports Joint Animation and Rigid Body Animation - see Joint Animation and Rigid Body Animation for more information.
+
+For all the information on how you can animate thing in PS Home - create an animated object, place it in the Scene Editor and
+preview it - see Animation and Effects
+
+There is also a simple rigid body animation sample (Simple Animation sample) featuring the spinning version of the screenshot
+displayed above. You can download the Simple Animation sample at https://home.scedev.net/projects/samples I-?.
+
+
+Scripted Assets Overview
+
+The HDK supports the implementing of dynamic behavior within the PS Home runtime via the open source, industry standard scripting
+language Lua. Over four hundred Home-specific functions are exposed to the developer, and these functions are grouped into
+related sets called libraries.
+
+Through Lua, you can do a great many things such as control aspects of PS Home’s runtime through a command console, write 2D
+sprite-based arcade games, author interactive 3D experiences like multi-player networked games, and customize PS Home’s game
+launching process.
+
+
+Arcade Games
+
+2D sprite-based arcade games will ordinarily be started up by moving an avatar inside a trigger volume associated with a virtual
+arcade cabinet placed within a lobby. However, the HomeDeveloper. self installed with the HDK can start up an arcade game
+directly, allowing the developer to bypass PS Home’s menus and environment loading.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Normally, the visitor walks up to a trigger zone and will be invited to play the arcade game. Their screen will then solely
+display the 2D game until they exit, at which point they will be returned to their view of the Home environment.
+
+Arcade Machines as Furniture
+
+Arcade games are not restricted to being placed in fixed positions in specific scenes. It is also possible to assign an arcade
+game to PS Home furniture items. As such, the arcade game-hosting furniture can then be selected and placed anywhere within a
+personal space or clubhouse.
+
+
+Mini-games
+
+A mini-game is not necessarily a game. It can be a networked multi-player game or a session I ess 1-player game, but it can also be
+a Non-Player Character (NPC) or a scripted tutorial. It can be a tree that changes color depending on the season, or a portal
+that moves players around a scene. A mini-game can be whatever you script it to be.
+
+A mini-game is an object that has a Mini Game component. The component gives it a dynamic relationship between itself and Lua
+scripts, giving it some callbacks that the script can react to and giving it access to certain Lua libraries.
+
+Mini-games’ ideal uses are for turn-based and single user functions, like chess, bowling, an NPC, solitaire. For the fast-paced,
+action junkie, try a realtime game. Mini-games are also good when you want to have spectators, when users are in a mini-game
+other users in the scene can watch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Your Story
+
+You join a scene and approach a mini-game. A small blue and white box, the Home colors, appears at the bottom of your screen
+inviting you take part. You accept, entering the mini-game. The mini-game, whether you see yourself in the same space or whether
+you appear somewhere else entirely, is still a part of that starting scene. Depending on the mini-game, other users in the scene
+can see what you do while in the mini-game, while you and those inside the mini-game with you can see everything happening
+"outside" of it. If the mini-game is not networked though, sessionless we call it, then it is just you in the mini-game with no
+spectators or other users.
+
+
+Our Example
+
+Chess. You and one other player accept the invitation to play a chess mini-game. Your avatars move to the seats at the chess
+table. Other users walking by or watching in the scene cannot directly interact with you or the mini-game, but they can watch.
+Within the mini-game you two pivot your pieces around the board. Mini-games send network messages to a Home servers before
+reaching the other users in the scene, so any animation or action that the chess game replicates can have an impact on the
+network. You take out the other player’s queen just after shooing one of the bishops from the board, and corner their king. Check
+mate. A custom OSD, also in the Home colors, appears congratulating you. The game ends and you two players are returned to the
+scene.
+
+
+
+Networked mini-games with two or more clients cannot be latency reliant.
+
+
+Realtime Games
+
+
+A realtime game is more likely to be a game. Realtime games user peer-to-peer (p2p) messaging to relay data back and forth
+
+between all users quickly, with (ideally) low latency. The realtime game will not be used to make chess, or an NPC, no. It will
+
+be used to make high-stakes warzones and battlefields, to pit mage against warrior in an arena. You will see fifteen other
+
+players working in together with you to set the world right under tight times. When you need to see what your teammate (or enemy)
+
+does practically as they’re doing it, you will need a realtime game.
+
+
+A realtime is an object that has a Rea I Time Game component. The
+scripts, giving it some callbacks that the script can react to,
+send data peer-to-peer, instead of through Home servers.
+
+Unlike mini-games, realtime games do not allow spectators. When
+few in there. No-one in the scene will see or hear or know what
+necessary trade-off for p2p.
+
+Your Story
+
+You join a scene and approach a realtime game. A small blue and
+inviting you take part. You accept, entering the realtime game,
+somewhere else in it and the only people with you are those who
+need to meet it before the clock runs out. Go.
+
+
+component gives it a dynamic relationship between itself and Lua
+giving it access to certain Lua libraries, and allowing it to
+
+
+you and a cadre of other players join the realtime it is just you
+any of you do in there. The restriction on spectatorship is the
+
+
+white box, the Home colors, appears at the bottom of your screen
+Suddenly the scene changes, you’re still in the same scene, but
+also joined. You are given your goals, and you (or your team)
+
+
+
+
+
+
+
+
+
+
+
+
+
+Our Example
+
+
+FPS sample (available from https://home.scedev.net/projects/samples). You appear in the alcove of a scene, below you is a cargo
+hold and in front of you is a portal. As you approach the portal you’re invited to join the realtime game. You accept. A lobby
+appears listing the other players that want to join, and who is ready to play. When you are all ready you each appear at a spawn
+point in the cargo hold, armed with a loaded cannon with one mission: get 20 kills. All eight of you race around, shooting each
+other, going for the sweetspot, the instant kill —the headshot. Cogs above your health bar show you not only how close you are
+to your 20 kills, but how close your rivals are. The last few kills are intense. You button-mash, your palms start to slide
+around the controller. Turning a corner you find your next target and lay into her, but at the same time someone does the same to
+you. The heat is on. You got the kill just before they take you out. The game ends, a custom OSD banner appears declaring you the
+winner and showing the stats of the other players. Then you all reappear in the alcove, asking who is ready for the next round.
+
+
+Active Items: Games as Furniture
+
+Active items are objects that the user can place within a personal space or clubhouse in a similar way to furniture. This allows
+the developer to create interactive or scripted behavior within an object in the user’s personal space or clubhouse. Both the
+Mini Game component and Rea I Time Game component can be added to an active item (though not both components on the same object).
+
+
+Read/Write to Server
+
+It is possible to read and write to an external server using Lua. Reading from (and writing to) a server can be used if there
+needs to be persistent information in a scene about a user. For instance, displaying a personal high score board, targeting or
+personalizing the advertising, recording and storing which NPC communication loops have been completed, etc. Some of this
+information is personal data and would need to be handled by secure servers (https).
+
+The data sent to the servers is XML, and the Lua functions to use are in the HttpPostData and Resource libraries. There is
+guidance on this function, with information on the SSL certificates you can use.
+
+
+Ji Wr iting to the server must authenticate the user with NP Ticketing.
+
+
+It is also possible to access any user’s leaderboard rankings for a particular title and write scores to them on the
+
+PlayStation®Network. Read-only access is available to user data for a PS3 title on the PSN, which allows you to unlock content in
+
+your space based on achievements in that title and query a user’s list of trophies.
+
+
+SLED - Lua Debugger
+
+As part of our support for Lua we offer a Lua Debugger application (SLED). To use SLED, see Debugging Lua Script using SLED.
+
+
+The Editors
+
+The HDK provides two editors, an Object Editor and a Scene Editor.
+
+
+Object Editor
+
+You use the Object Editor to manage and modify objects that have been authored, validated and successfully exported from the HDK
+authoring tool (Home Maya). You can also use it to create object types not exported from Maya. Objects that you can compile
+without using Maya include non-furniture, non-clothing objects such as 2D and 3D interactive content (such as arcade games,
+mini-games, entities).
+
+In most cases you use the Object Editor to work on an existing object, editing and or adding additional components, resources,
+localization and metadata. You also use it to specify the age restrictions for different regions, in the content metadata.
+
+The Object Editor offers an Export option for packaging objects, post-validation. You can package all assets together in a single
+zip file, which you can then upload via the Content Delivery System (CDS).
+
+
+
+For more information about using the Object Editor, see Object Editor.
+
+
+Scene Editor
+
+The Scene Editor takes the scene created in Maya, post-validation, and lets you add assets and place them in the scene as
+objects, triggers and scripts. For example, you can add ambient sound to the scene, an arcade game, a trigger to move a visitor
+elsewhere, collision details, and seating. You also use it to specify the age restrictions for different regions, in the content
+metadata.
+
+The Scene Editor also offers a sophisticated viewer, taking all the elements created and opening them on the PlayStation®3
+development kit or test kit so that you can view your work.
+
+The Scene Editor offers an Export option for packaging scenes, post-validation. You can package all assets together in a single
+zip file, which you can then upload via the CDS.
+
+
+
+For more information about using the Scene Editor, see Scene Editor.
+
+
+Screens Overview
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Screens are essentially 2D planes or 3D surfaces onto which you can stream images, video and other content. This content can be
+sourced from the PlayStation®3’ s local hard drive or from a server accessed over the internet.
+
+
+Home Screen Markup Language (HSML)
+
+Home Screen Markup Language (HSML) is an XML format for arranging images, video, audio, text, and colored boxes on a single
+screen. The "HSML" screen type can support only one HSML file at a time, but you can change it at any time using Lua script. HSML
+is particularly useful for displaying content such as leaderboards or other web content, because the markup can be dynamically
+generated by a server and frequently refreshed.
+
+
+Media RSS
+
+The PS Home client supports a subset of Yahoo’s Media RSS specification. Media RSS can be used to create a playlist of images,
+audio and video. As with an "HSML" screen type, only one Media RSS file is supported per screen at any one time, but this can be
+changed at any time using Lua script. Feeds can also be dynamically generated by a server and retrieved by the client.
+
+
+Video
+
+
+The "VIDEO" screen type can display only video. As with an "IMAGES" screen type, it can display a single video, or a sequence of
+videos. When the sequence of videos completes, it will begin again from the start, looping continuously.
+
+
+Images
+
+The "IMAGES" screen type can display only images. This screen type can display a single image or a slideshow of images,
+displaying each image for five seconds with a cross dissolve transition between images. When the slideshow completes, it will
+begin again from the start, looping continuously.
+
+
+
+Additional screen types are supported within PlayStation®Home, see Screen Types.
+
+
+Character Components and Furniture Creation
+
+
+
+Character components are associated with characters, and scene components (such as furniture items and picture frames) are
+associated with scenes. This means that furniture and other scene components operate mainly in relation to scenes, and cannot go
+from one scene to another in the way that character components do.
+
+
+Character Components
+
+Character components can be equipped by the user to be worn by or to adorn characters. Because they are attached to the avatar,
+character components can move between different scenes.
+
+
+
+
+
+
+
+Character components occupy certain slots on the character rig. The components must fit seamlessly onto the character, so the
+vertices of a component must match those of the adjacent components. The components must also integrate well with the movements
+the character is capable of, which means that the geometry must conform to the skeleton in all potential poses.
+
+
+
+You can create character components using the shelf of tools provided and templates within Maya. You can then validate, preview
+and export the character components. The files exported from Maya can then be packaged and submitted for Quality Assurance (QA).
+
+You can combine character components in two ways: as clothing collections or composites:
+
+• Clothing collections are a combination of character components that have been grouped so that users can easily choose to
+wear all of the clothing collection’s components at once. The pieces that make up a clothing collection are still
+individual components.
+
+• With composites, you fuse two or more components together to make one new component. For example, you could combine the
+legs and feet components to make a ’ legs+feet’ combination component so that you can create a pair of jeans tucked into
+some high boots. The legs+feet combination will appear as one item in the wardrobe. You cannot select just the boots, or
+just the jeans, you must select both together.
+
+You can also combine all the components together and make a Fu11BodySuit. A FullBodySuit is a composite component that covers the
+user entirely, from hair to feet. Users cannot swap in individual components while wearing a FuI IBodySuit. FuI IBodySuits can also
+have custom animations, and custom walking animation.
+
+For more information on character components, see Character Components.
+
+
+Furniture Items
+
+Furniture items and other scene components, such as sofas, picture frames, sculptures, are decorations for a scene. You can
+create furniture items in Maya and then package them in the Object Editor.
+
+The created components are available to users in their personal spaces, and clubhouses if they own them. To developers, furniture
+items are available only for public spaces as Embedded objects. Unlike character components, furniture cannot move between
+different scenes.
+
+In addition to geometry, furniture items can be targeted and have collision. They can also have special attributes that allow
+interaction of a specific type, such as seat locators so that avatars can sit on the furniture, picture frames, and lights that
+can be turned on and off.
+
+For more information on furniture items, see Furniture and Decorations.
+
+
+Game Launching and Home Rewards
+
+
+Game Launching
+
+The Game System is a session management system that primarily passes information about the session to the target application.
+
+The Game Launching System allows users in PS Home to form groups and launch into a PlayStation®3 title together. When
+
+Game Launch objects are published in the live environment, they are available to any user who has the title on the PIayStation®3
+
+(either installed, or inserted into the system on a disc). The user does not have to purchase the object or acquire the object.
+
+Game Launching requires development steps to support your title, but adds a new community element for your title when it is
+comp Ieted.
+
+For more information about Game Launching, see Game Launch Objects.
+
+
+Home Rewards
+
+The Home Reward System allows developers to reward users by offering them special PS Home objects when they have accomplished a
+specific task or goal. You can grant rewards for tasks completed in an external title, or in PS Home. The Home Reward System
+maintains a list of reward ‘tickets’ . The awarded tickets are converted into Home objects that are added to the user’ s
+inventory.
+
+A Home reward can be any object that can be published in the live environment, such as furniture, scene entitlements, clothing,
+and Companion objects.
+
+
+
+For more information on Home rewards, see PS Home Rewards.
+
+
+Profiling Overview
+
+Use the Resource Profiling tools to:
+
+• Make sure that objects and scenes conform to the technical requirements and function appropriately in PS Home.
+
+• Validate and profile content against parameters and constraints.
+
+
+
+For more information on the tools available for profiling scenes and objects, see Profiling in the Client.
+
+When profiling, see Testing, Validating and Submitting Content to ensure that your content meets Home’s requirements
+
+
+Installing the HDK
+
+This section outlines the system requirements for installing the HDK, tools you need or can use with the HDK, and how to run
+installer.
+
+System Requirements
+
+• Microsoft® Windows® 7 (64-bit edition) or Microsoft® Windows® XP (32-bit edition) with Service Pack 3
+•2.0 GHz CPU (SSE3 instruction set support required if using Autodesk® Maya)
+
+• 2 GB RAM
+
+• NVIDIA® GeForce® 6 series GPU or better*
+
+• Up to 2 GB free hard drive space (required for full installation)
+
+• SN Target Manager 420.2.9.0
+
+• Python 2. 6. 6 L?
+
+• Microsoft DirectX End-User Runtimes (August 2007)
+
+• Microsoft .NET Framework 4.0 Ilf'
+
+
+a Microsoft .NET Framework 4.5 is installed with Windows 8. It should work with the HDK tools, but it has
+not been tested. To avoid problems, keep to .NET 4.0
+
+• Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update (32-bit) Li
+
+• (Windows® 7 only) Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update (64-bit) &
+
+• Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package ATL Security Update (32-bit) Li
+
+• (Windows® 7 only) Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package ATL Security Update (64-bit) &
+
+• Microsoft Visual C++ 2010 SP1 Redistributable Package (32-bit) tL?
+
+• (Windows® 7 only) Microsoft Visual C++ 2010 SP1 Redistributable Package (64-bit) I—
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+• OpenGL 2. 0 (or higher)
+
+• PS3 Reference tools or Debugging stations running system software version 4.10 or later:
+
+• DECR-1000
+
+• DECR-1000A
+
+• DECR-1400J
+
+• DECR-1400A
+
+• DECHA00J
+
+• DECHAOOA
+
+• DECHJOOJ
+
+• DECHJOOA
+
+• DECH-2000A
+
+• DECH-2000J
+
+• DECH-2000HR
+
+*The HDK is developed and tested with NVIDIA® GeForce® GPUs only: it is therefore not guaranteed that other graphics hardware
+will produce exactly the same results in development.
+
+
+Tools
+
+
+Audio Tool
+
+
+You need https://home.scedev.net/projects/scream_toolsPS3 SCREAM Tool 5. 2 i to make soundbank files that are compatible with
+the PS Home client. Separate versions are available for 64-bit and 32-bit Windows® editions
+
+
+Art and Effects Tools
+
+
+Autodesk® Maya®
+
+
+You must have installed one of the following versions of Maya:
+
+
+• Maya® 2013
+
+• Maya® 2012
+
+• Maya® 2010
+
+
+Maya® System Requirements
+
+
+
+HDK Installation
+
+
+Before You Start
+
+Before you install a new version of the HDK, do the following:
+
+• Make sure that Maya is not running, otherwise the HDK may not install correctly.
+
+• Disband any clubs created in previous versions, then recreate them in the new version of the HDK.
+
+To disband an existing home club:
+
+1. In the client in which you created the club, disband all the clubs that you are tied to so that there is no club data
+
+left on your PSN account. For more information on disbanding an existing club, see Disbanding a Home Club.
+
+2. Uninstall the Developer Package as normal, removing all save and game data, and clearing the cache in the Debug menu on
+the XMB™.
+
+3. Install the new client (package or HDK), and load it as normal, with your desired CSO to your CDEV sandbox.
+
+4. When in the default apartment, add the scene entitlement object for the clubhouse you want to test into your test
+
+inventory.
+
+5. Create a new club as normal, and change the clubhouse to the created clubhouse.
+
+6. Select Go to Clubhouse in the club menu for your club. You should be able to enter the clubhouse as normal and not get the
+C—991 server error.
+
+
+
+i Things to note:
+
+• Some tools, such as SLED v 4.1.2. 0 (which installs with the HDK), may prompt you to install updates to
+more recent releases. Note that the HDK supports only the version packaged with the HDK or listed in the
+Installation Guide. If you update the software for these tools to a version other than the version
+provided or specified, the HDK may not work as expected and content created may not pass Quality
+Assurance (QA).
+
+• The HDK is developed and tested using the English version of software. For example, the Maya tools are
+created and tested using the English versions of Maya. Other language versions of the software are not
+tested, not supported, and may not install properly or work with the HDK.
+
+• You may require local technical support to connect your PIayStation®3 Development or Test Kit to your
+computer in order to preview your work.
+
+• You may require the assistance of local technical support if you do not have administrator privileges on
+your computer.
+
+
+Installation Files
+
+HDK 1.75 has three installation files:
+
+
+Installer Description
+
+HDK-1.75.exe
+
+The main installation file for the HDK. It includes all the files required to develop, export,
+edit and preview PS Home content.
+
+HDK_DistributedLighting-1.75.exe
+
+This installer contains additional files to enable the distributed processing of lighting
+calculations during content export. This can greatly improve export times.
+
+The Distributed light processing system includes Imogen, which requires the Java Runtime
+Environment (JRE). Imogen may not be compatible with the latest version of the JRE. If you
+experience problems when running Imogen, please downgrade your JRE version to one that is
+specified in the Imogen documentation.
+
+HDK_DeveloperClient-1.75.exe
+
+This is a standalone installation package for the PS Home Developer client that runs
+independently of the HDK. You need it to test content that uses Game Launching features and it is
+useful when previewing content that has been uploaded to a developer sandbox.
+
+
+Running the HDK Installer
+
+
+When updating your version of the HDK on a Test Kit, data from previous versions might cause issues. For example,
+if you have created a character component and you update your HDK you may receive "File not found" error messages
+when running the latest .self file. In this case, delete the Home Install data, Home Game data and Home Save data
+from the relevant areas on the XMB™.
+
+
+To instalI the HDK:
+
+1. Run the HDK-. exe installer.
+
+2. On the Welcome to the HomeHDK Setup Wizard screen, click Next to continue the installation:
+
+
+
+
+
+
+
+
+
+
+3. On the License Agreement screen, read the agreement, accept it and click Next:
+
+
+
+If you do not accept the agreement, the installation will stop.
+
+4. On the Select Destination Location screen, either keep the default installation location, or select a different installation
+folder:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+By default the installer copies all files to c : \HDK already exists:
+
+
+
+5. Click Yes to proceed, then click Next to continue the installation.
+
+The directory is not completely erased when you uninstall. Any files created in the previous version, such as scene
+fi les, are kept.
+
+6. On the Select Components screen, select which components you want to install:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The default selection installs all the components listed. As you select and de-select components, the total disk space
+requirement changes at the bottom of the page.
+
+
+i Please note:
+
+• Only deselect components if you are certain that they are already installed. Unchecking components
+may result in the HDK not functioning correctly. If you are unsure, check with your local
+technical support.
+
+
+7. By default, the installer creates a start menu called HomeHDK. If you want to rename the menu, overtype it with the name
+you want, then click Next:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+8. On the Ready to Install screen, review your installation selections. If you want to change any of the options, click Back to
+return to previous screens and make your changes, otherwise click Install:
+
+
+
+9. Wait while the installation takes place and the appropriate files are copied to your system:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+10. On the Completing the HomeHDK Setup Wizard screen, select RunHdkDiagnostics.exe if you want to check that you have all the
+necessary components installed on your computer:
+
+
+
+11. Click Finish
+
+If you chose to run the HDK diagnostics, the Home Diagnostics screen is displayed. This screen shows which components the HDK uses
+are already installed and which ones, if any, are missing. For more information on the Home Diagnostics tool, see Validating the
+InstalI at ion.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Localization Migration Wizard
+
+
+If you have objects that you created using HDK 1.2.3 or earlier, run the Localization Migration Wizard
+immediately after installing the latest HDK (if it has not been run already). The wizard creates the master
+localization file for all your existing objects - for more information, see Object Editor.
+
+
+Validating the Installation
+
+If you check the RunHdkDiagnostics.exe box during installation, the HDK Diagnostics Tool launches automatically when the HDK and
+components are installed.
+
+The Home Diagnostics dialog indicates the status of the installation:
+
+• A green check indicates a successful installation.
+
+• A red cross indicates that an application is missing.
+
+
+
+i^| You do not need more than one version of a 3D Graphics application or DCC Tool installed.
+
+If any Windows Components or Miscellaneous items are missing, click the Download link to open your default browser at the
+necessary web page and then follow the on-screen instructions.
+
+When everything you need is installed, you can close the HDK Diagnostics Tool.
+
+Content Folders
+
+For Japanese Live Page
+
+
+HDK Content Folders
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The HDK deals with a variety of content (such as textures, models, scenes and object files).
+
+By default the HDK places all its content files within the same directory it was installed, under the following sub folders:
+
+• artsource
+
+• build
+
+• intermediate
+
+Creating Content Folders
+
+We recommend that rather than using this default content folder you create a separate content folder for each Home project you
+are currently working on.
+
+For a guide on how to create a new content folder and switch the HDK to use it see the Creating Content Folders page.
+
+Upgrading Content Folders
+
+Once a content folder has been created it is set to work with your current version of the HDK. If you install a newer version of
+the HDK you will have to upgrade the content folder to work with this new version.
+
+For instructions on how to change the version of the HDK which a content folder works with see the Upgrading Content Folders
+page.
+
+Switching Content Folders
+
+If you are working on multiple projects at the same time you may wish to switch between using different content folders.
+
+For a step by step tutorial on how to switch the content folder which the HDK tools use see the Switching Content Folders page.
+
+If you use a network drive as a content folder, it may cause errors in the tools when trying to load content. Use
+a local drive.
+
+Creating Content Folders
+
+
+For Japanese Live Page
+
+HSrfl) 0*HJK^- vf£z. % b r =i > V ? * (DfMJt j
+
+When starting a new Home project it is recommended that you create a new content folder to place all the project’s content files.
+
+New content folders can be created using the Configuration Manager tool. This tool is installed with the HDK and can be found
+within the HDK’s entry in the Start menu.
+
+To create a new content folder:
+
+
+1. In the Configuration Manager, click the Create Content Folder button.
+
+
+
+2. Enter the path to the new content folder you wish to create. Or use the ... button to browse for the folder. Once you have
+entered the path click the Next button.
+
+
+
+3 The Options button allows direct control over which core HDK files are added to your new project. By
+
+default all of the core files are copied. This button is an advanced feature which can be ignored in most
+cases.
+
+
+3. The new content folder will now be created. A progress bar will appear showing the progress of the creation process.
+
+4. Once the new content folder is ready a dialog will be shown confirming that the HDK is now using your new content folder.
+Click OK to close the dialog. You can now start using your new content folder.
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+Switching Content Folders
+
+
+For Japanese Live Page
+
+ v * j\y ?f- > V v U- Kj
+
+
+When installing a new version of the HDK, you may encounter difficulties working with existing content folders. This is because
+each content folder contains core HDK files such as the HomeDeveloper.self and bar files, which are unique to each HDK
+release.
+
+To solve these problems you can upgrade an existing content folder to work with your new version of the HDK. This can be done
+using the Configuration Manager.
+
+To upgrade a content folder:
+
+1. In the Configuration Manager, click the Upgrade Content Folder button.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+f Configuration Manager
+
+
+
+= i I e Utilities Help
+
+
+Current Content Folder:
+
+
+C:/HDK17D ALPHA
+
+
+
+
+Switch Content
+
+
+:.
+
+! Upgrade Content
+
+
+Create Content
+
+Folder
+
+
+Folder
+
+- .'
+
+
+Folder
+
+
+Upgrade Content Folder
+
+Upgrade an existing content f older to work with HDK
+1 70 066.ALPHA and set it as the current content
+folder which the HDK should use.
+
+
+Install Path: C:/HDK17C] ALPHA
+
+
+2. Enter the path to the content folder you wish to upgrade. Or use the
+
+
+button to browse for the folder.
+
+
+Alternatively you can use the drop-down box to select a content folder which you have used previously.
+Once you have entered or selected the path click Next.
+
+
+Upgrading Content Folder
+
+
+
+
+Select the path of the content folder to upgrade:
+
+
+C:/My Project
+
+
+Options
+
+
+Next
+
+
+3 The Options button allows direct control over which core HDK files are upgraded. By default all of the
+core files are upgraded. This button is an advanced feature which can be ignored in most cases.
+
+
+3. The content folder will be scanned for customizations which you have made, such as edits to your HubStartup script. If
+any customizations are found you will be asked whether you wish to back them up before proceeding with the upgrade. These
+customizations will be lost as part of the upgrade so it is important that you backup any changes you wish to keep.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+4. If you select Yes you will be presented with the following dialog. Enter the directory where you would like to place your
+backup and then check the customized files which you wish to backup. Click Backup to begin backing up your files, or
+Cancel to abort the backup and continue with the upgrade process.
+
+
+
+5. Once the backup is complete or if you skipped the backup, the upgrade of the content folder will begin. A progress bar
+will appear showing the progress of the upgrade process.
+
+6. Once the content folder has been fully upgraded, a dialog will be shown confirming that the HDK is now using your newly
+upgraded content folder.
+
+If there were any problems upgrading the files a summary of the skipped files and why they failed will be displayed.
+These skipped files may cause issues if ignored so you should address the errors and re-attempt the upgrade. If all the
+files did upgrade successfully click OK to close the dialog. You can now start using your upgraded content folder.
+
+
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+
+
+
+
+Project Path Changed
+
+
+-■
+
+
+Project path successfully changed to:
+
+C:/MyPraject
+Copied 543 of 544 files
+
+C:/MyProject..'‘build/COREDATA.BAR: Be was read-only
+
+
+Installing the Home Developer Package
+
+You can download the Home Developer package (.pkg) file from https://home.scedev.net/projects/hdk.
+
+
+If you are reverting your version of the HDK package (for instance, returning to the 1.66 package after trying
+out the 1.70 alpha package), you may need to first delete the ’Home Developer’ package from the XMB™ Game column,
+before installing the older version. (As the newer version may have created files that the old version does not
+understand and which may cause crashes on startup).
+
+In rare cases when upgrading, you may also need to delete your PS Home game data and saved data from the XMB™ to
+avoid conflicts with old data.
+
+
+To install the Home Developer package, you can either use the Target Manager, or install files from a USB memory stick.
+
+
+Installing Package Files Using Target Manager
+
+To install package (.pkg) files using Target Manager:
+
+1. Copy the .pkg file, (for example, Home. DeveloperBuild_1. 75. pkg) to your File Server Directory.
+
+2. Open Target Manager and connect to your PlayStation®3 target.
+
+3. Right-click the target and set the file server directory to locate the package on your PC. Refer to the Target Manager
+documentation for details on setting your file server directory.
+
+4. Restart your development kit or test kit in System Software mode.
+
+5. From the XMB™, select Game > Install Package Files and install the required package from the list.
+
+
+Installing Packages Files using a USB Memory Stick
+To install package (.pkg) files via a USB memory stick:
+
+1. Copy the .pkg file to a USB memory stick and insert the memory stick into the USB port of your PlayStation®3 kit.
+
+2. Restart your kit in System Software mode.
+
+3. From the XMB™, select Game > Install Package Files and install the required package from the list.
+
+You can now run the installed package from the XMB™ Game menu. The name of the installed title is PI ayStation®Home Developer.
+
+
+Configuring the Network
+
+The HDK includes content creation tools that run on a PC and a special version of PS Home (the Home client) that runs on the
+PlayStation®3 target. For the Home client to connect to the Home servers (which channel communications and provide downloadable
+content), PS Home must be able to connect to the PSN/NP (PIayStation®Network) servers, using specific IP addresses, TCP and UDP
+ports.
+
+
+Connecting the Home client to PSN
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Home client can connect to the PSN/NP (PIayStation®Network) servers using these IP addresses, TCP and UDP ports:
+
+
+IP addresses:
+
+• 199.108.4.0/24
+
+• 199.108.5.0/24
+
+• 198.107.156.0/22
+
+• 203.105.76.0/22
+
+• 210. 175. 169. 130/32
+
+• 198.107.128.0/22
+
+Ports:
+
+• TCP: 80, 443, 3478, 3479, 3480, 5223, 8080
+
+• UDP: 3478, 3479
+
+
+These IP addresses and port numbers are subject to change. Always check the latest information. If you are a
+registered PIayStation®3 developer, you can obtain a list of the latest IP addresses, TCP and UDP ports at
+https://ps3.scedev.net/technotes/view/406. Alternatively, obtain them from your Regional SCE.
+
+
+In addition, make sure that your firewall rules comply to the specifications outlined in the PSN tech notes.
+
+For voice communications to work in PS Home, the client must be able to send to any address on UDP port 3658. For added
+reliability, if possible, the kit should also be able to receive from any address on UDP port 3658 or at least be able to receive
+from addresses that it has sent to on that port.
+
+Contact your network administrator if you require assistance in setting up your firewall to enable these ports.
+
+
+The following error message is displayed when a firewall is blocking access to these ports: D5028 the
+connection to the server was lost
+
+
+See Error Codes.
+
+Network Connection Troubleshooting
+
+• You cannot access a SP-INT environment with an NP account, or vice versa. If you do, you get a C—995 network connection
+error.
+
+• There is a regional FAQ to help you make sure your kit is set up to connect to the PSN correctly.
+
+• If you need to clear cached data:
+
+1. Delete any Game and Save data and any ’Home (non-executable)’ items from your games list.
+
+2. Select Settings > Debug Settings > Format System Cache.
+
+
+If you still have issues, you can get support from your regional SCE.
+
+
+Launching the Tools
+
+When the HDK and components are installed, you can launch the Home tools.
+
+To launch the tools:
+
+1. Select Start > All Programs > Home Development Kit.
+
+2. Select the tool you want to launch:
+
+• Select Launch Home Maya to open the Home Art Tools version of Maya. You use Home Maya to create environments,
+
+animated models, clothing and furniture items for PS Home. You validate and export a .mdl files. For more
+
+information, see Introduction to Maya.
+
+• Select Object Editor to open the Object Editor. Objects generated by Maya are completed in the Object Editor. Using
+
+the editor you can specify additional resources and components, and details such as descriptions and localization.
+
+You can also use the Object Editor to create new objects without exporting anything from Maya. When you have
+packaged an object in the Object Editor, you can submit it for testing and Quality Assurance (QA).
+
+• Select Scene Editor to open the Scene Editor. You can complete the scene file produced in Maya by loading and
+placing assets in the scene using the editor (see Scene Editor, Lua Scripting and Introduction to Audio). When you
+have packaged a scene in the Scene Editor, you can submit it for testing and QA.
+
+
+
+
+
+The HDK includes other tools that are useful for developing content for PS Home, such as:
+
+• The ATG Particle Effects Tool.
+
+• The SCE Lua Editor and Debugger (SLED) Debugger.
+
+You can also download the audio tool (PlayStation®3 SCREAM Tool) from https://home.scedev.net/projects/scream_tools.
+
+
+The Home Client
+
+The HDK is a collection of tools used to create content for PS Home, and the runtime application required to preview the content
+on a PIayStation®3 target. The runtime application is supplied in the following ways:
+
+• The HomeDeveloper.self. This file is installed with the main HDK. It is a modified build of a release version of the Home
+
+client which can be used to test the content that you have generated in your PC’s hard drive. It can be launched from
+
+Target Manager, Scene Editor, Object Editor, or Maya.
+
+• The Home Developer Package. This is an installable package for your PlayStation®3 target. You must install this for the
+
+HomeDeveloper.self to run correctly. It is a modified build of a release version of the Home client which can be used to
+
+test the content that you have uploaded to a content server. It can only be launched from the XMB.
+
+
+Ensure you have carefully followed the instructions on Installing the HDK. Two of the most important things to
+check are:
+
+• Make sure you have installed the Home Developer Package on your PlayStation®3 target. Without this, the
+Home client does not run correctly.
+
+• Make sure your PIayStation®3 target is flashed to the correct revision.
+
+
+For more information on connecting the Home client to the PSN/NP (PlayStation®Network) servers, see Configuring the Network.
+
+
+Launching the Home Developer SELF
+
+The Home runtime executable resides in the following directory:
+
+\build\HomeDeveloper.self
+
+You can run PS Home in a number of ways:
+
+• From Maya via the Scene or Model Viewer.
+
+• From the Scene Editor via the Launch Home option.
+
+• From the Target Manager.
+
+If you launch PS Home from the Target Manager, make sure that the following boxes are checked when you select Load & Run
+Executable- -:
+
+• Set file server directory (app_home/)
+
+• Use ELF directory
+
+• Set home directory C/)
+
+• Use ELF directory
+
+• Reset target
+
+• Clear TTY streams
+
+
+
+You can use the following command line parameters to change the way the executable boots. Note that all command line options are
+case sensitive and are prefixed by 2 dashes.
+
+
+Option
+
+
+Description
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+— hdkbrowser
+
+Launch in browser mode. This mode allows you to view . mdl (model), .efx (particle effect)
+and .atmos (atmosphere) files from the file serving root directory hierarchy.
+
+The HDK Browser allows models, particles and atmos files to be previewed. Its operation is
+very similar to the Character Viewer. Navigate the menu using the directional buttons and
+the cross/circle buttons. You can select the following main menu items:
+
+• CameraMode: Changes the camera control mechanism.
+
+• SlowFly/Fly/FastFly : These are ’free’ camera modes of varying sensitivity levels that
+use the standard debug camera controls (left stick = adjust position, right stick =
+adjust rotation, R1/R2 = adjust height).
+
+• Lock To Model: Fixes the ’ look at’ position of the camera at the model and allows you
+to adjust the position/rotation of the camera using the left and right sticks,
+respectively.
+
+• Grid: Enables/disables the grid on the X/Z plane.
+
+• Model: Allows you to load a model by browsing your Build directory for a .mdl file.
+
+• Particle Effect: Allows a particle effect to be loaded by browsing your Build directory
+for an .efx file.
+
+• Atmosphere: Allows an atmosphere to be loaded by browsing your Build directory for an
+.atmos file.
+
+— characterviewer
+
+Launch in character viewer mode. This mode allows you to load character components to view,
+with several options you can set. For example, you can view the character components while
+the character is animated using the Animation Viewer menu and selecting a Body Animation
+(confirm by pressing the X button), or the different LODs by choosing the level in your
+options.
+
+Use the [START] button on the pad to cycle from Character Viewer to other view options.
+
+— game
+
+Launch an arcade game in full-screen mode.
+
+The object ID is the unique identifier assigned to a newly created arcade game in the Object
+
+Editor. The ID takes the following format:
+
+xxxxxxxx-xxxxxxxx-xxxxxxxx-xxxxxxxx
+
+— mapregion @
+
+This option has been replaced with the Options > Change Account Region functionality on the
+
+Home self launch menu. See Additional Developer Options.
+
+— object
+
+Launch in Object Memory Profiler mode.
+
+The supplied object ID must be that of a furniture item or character component. The
+specified object is displayed, along with statistics about MAIN, HOST and VRAM usage.
+
+To view character components on a rig, type in this command followed by another, i.e. :
+
+--object --context clothing --rig
+00000000-00000000-00000010-00000001
+
+— scene
+
+Launch a scene in offline mode.
+
+scene_file is the relative path to the .scene file from \ build. For
+examp 1 e, environments/myscene/myscene.scene
+
+Viewing a scene offline is useful for previewing graphics but you cannot interact with other
+avatars via the server. Also note that certain Lua API functions do not work in offline
+mode.
+
+— sceneId
+
+Launch a scene in online mode. To launch in online mode you must sign into PSN.
+
+This option is useful for running your scene on multiple targets to develop and debug a
+networked mini-game, because the Scene Editor can launch a scene only on a single target.
+
+You must run a scene in online mode to work with Game Launching and Home Rewards, or to use
+any of the networking Lua APIs.
+
+The scene must be one that is listed in the local scene list, found here:
+
+\build\environments\LocalSceneList.xml
+
+Each entry in the XML is of the form: . In this case, set
+
+SCENE_NAME to myscene.
+
+See also LocalSceneList. xml.
+
+— luadebugger
+
+
+— luaprotocol
+
+— luaport
+
+Allow the HDK Lua debugger SLED to connect to the runtime.
+
+build_folder is the absolute path to the HDK’s build directory, i.e.
+\build. Set the protocol and port values based on what is entered in
+the target properties panel in SLED.
+
+
+
+
+
+
+
+
+
+
+
+
+
+LocalSceneList.xml
+
+
+This file by default contains the Object Profiler, Basic Apartment, and ThumbnaiI room spaces. To add a scene to the list, you
+must first launch the scene in online mode from the Scene Editor. The scene is then automatically added to the LocalSceneList.
+file.
+
+
+$ To launch in online mode, you must sign into PSN.
+
+
+Additional Developer Options
+
+When PS Home launches, PS Home offers several launch options:
+
+
+0 PlayStation®
+
+Home
+
+Developers' Menu
+
+-> Co online
+Offline
+Options
+
++: Select
+X: Confirm
+
+
+• Go online: Launches PS Home in online mode. To test your content in online mode you must download the hubstartup.txt
+file from your sandbox on the Content Delivery System (CDS). For more information, see Testing Online Content.
+
+• offline: Launches PS Home offline. It uses your / build folder for content.
+
+• Options: Allows you to change the account region of PS Home when you launch online. For example:
+
+
+
+
+0 PlayStation®
+
+Home
+
+Developers' Menu
+
+Choose Region
+
+en-GB >
+
++: Select
+X: Confirm
+0: Back
+
+
+Testing Content in Online Mode
+
+When you have published content to your developer sandbox using the Content Delivery System (CDS), you can view it using the Home
+Developer PKG, or by launching the .self.
+
+
+You must have the Home Developer PKG installed on your PlayStat ion®3 system using the Install Package Files option on
+the XMB™.
+
+
+You can also launch scenes online through the Scene Editor. See Launching a Scene in PS Home.
+
+Downloading hubstartup.txt from CDS
+
+An example hubstartup.txt is included with the HDK. This file contains a number of commands that affect how PS Home runs.
+
+To test content in online mode, the hubstartup.txt file must also include the contentServerOverride console command, so that
+PS Home can connect to a sandbox. The command takes as an argument a URL to the CDS environment. The URL is unique for each
+sandbox. You can find the URL in the hubstartup.txt file that you can download from CDS.
+
+There are several ways of entering the contentServerOverride command, as described in Launching PS Home in Online Mode
+below.
+
+To download the hubstart.txt file:
+
+1. Upload the content that you want to test to your sandbox on CDS.
+
+2. In CDS, select My Details > Download hubstartup.txt.
+
+For more information on using the hubstartup.txt file, see The Debug Console and Reference Tool Dip Switches.
+
+
+Launching PS Home in Online Mode
+
+To launch in online mode, you must sign into the PlayStation®Network (PSN).
+
+You can launch PS Home:
+
+• From the Target Manager, by editing or replacing the hubstartup.txt file in your ; or
+
+• From the XMB™ by downloading the hubstartup.txt file onto a USB stick.
+
+
+3 To avoid confusion in the following procedures, the hubstartup.txt file that you download from CDS is shown in
+blue, and the original hubstartup.txt that is located in your \buiid\Scripts folder is
+shown in brown.
+
+
+
+
+Launching from Target Manager
+
+
+To launch from Target Manager, you must either update the hubstartup.txt file that is located in your
+
+\build\Scripts folder, or replace it with the the hubstartup.txt file that you download from CDS. This
+procedure describes how to update the hubstartup.txt file.
+
+
+© We recommend that you take a copy of the original hubstartup.txt file, rather than updating or replacing the
+original.
+
+
+To launch from Target Manager:
+
+1. Go to \build\Scripts and copy the original hubstartup.txt file somewhere safe and easily
+remembered.
+
+
+© We recommend that you create a subfolder under \Scripts and put the file there. For example,
+
+\build\Script s\OriginalHub.
+
+2. In the \build\Scripts folder, open the original hubstartup.txt file.
+
+It should look similar to this:
+
+
+
+3. Change the arguments for the following commands, as follows:
+
+
+Command
+
+Original
+
+Argument
+
+Change
+
+To
+
+Effect
+
+useOfflineContent
+
+1
+
+0
+
+Setting the value to 0 tells PS Home to use online content.
+
+enableSceneDownloads
+
+0
+
+1
+
+Setting the value to 1 tells PS Home to download scenes from an
+online source.
+
+
+If you are testing the profanity filter, the argument for useOfflineContent must be set to 0.
+
+
+4. Open the the hubstartup.txt file that you downloaded from CDS, and copy the contentServerOverride command, including
+the sandbox URL, into hubstartup.txt.
+
+The file content should now look like this:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+5. Launch the HomeDeveloper. self from Target Manager, and select Go Online.
+
+
+Launching from a USB
+
+1. Download the hubstartup.txt from CDS and put it on a USB memory stick.
+
+2. Insert the memory stick into the PIayStation®3.
+
+3. Launch PS Home from the XMB™ and select Go Online.
+
+
+Testing French Canadian Content
+
+PS Home uses fr-FR for fr-CA localization. This means that when a Canadian user selects French as their language, the live client
+uses the French localization provided for France. The live client does this automatically, but the HDK developer client does not.
+
+To test French Canadian content:
+
+1. Localize the content in en-US and fr-FR.
+
+2. Pub Iish to the CDS.
+
+3. Create a Canadian PSN account with the language set to French.
+
+4. Log on to the PS Home developer client online and change the region to Canada.
+
+5. The French version of your test is displayed.
+
+
+Reference Tool Dip Switches
+
+
+You can modify the behavior of the client by switching the development kit dip switches on or off. If your development hardware
+does not feature dip switches, such as a Debugging Station or Reference Tool DECR-1400, all Dip switches are disabled by default.
+The two dip switches used for development and testing are:
+
+
+• Dip Switch 0
+• On
+
+
+
+
+Switches to development mode.
+Press the right analogue stick to
+camera vertically and R2 to lower
+right analogue stick controls the
+Press SELECT to access the Debug
+
+
+enter a free flight mode. When in flight mode, press R1 to raise the
+it. The left analogue stick strafes the camera in the XZ plane. The
+orientation of the camera.
+
+Console (see Setting Dip Switches).
+
+
+• Off
+
+
+• Switches to release mode.
+
+• Press the right analogue stick to enter an 'over-the-shoulder’ third person camera mode.
+
+• Press SELECT to access the PS Home Safe Screen.
+
+
+• Dip Switch 3
+• On
+
+
+• When the runtime boots, the save data for PS Home is cleared. This is useful if you want to reset your
+avatar back to a default state.
+
+
+• Off
+
+
+Loads cached save data when booting the runtime.
+
+
+
+
+
+
+
+
+
+Keep all other switches in the Off state.
+
+
+Setting Dip Switches
+
+When you run the Home executable on a test kit, you do not have access to the dip switches that you have on a Reference Tool. By
+default, the state of all switches (0 to 7) is Off. However, you can simulate setting them using the following Debug Console
+command:
+
+
+r
+
+
+SetDipSwitch
+
+
+L
+
+
+Where value can be:
+
+• i: Override the physical switch (if present), setting it to on.
+
+• o: Override the physical switch (if present), setting it to off.
+
+• Anything else: Do not override the physical switch (if present).
+
+To force setting switch 0 to On and 3 to Off, add the following commands to the end of hubstartup.txt:
+
+
+SetDipSwitch 0 1
+SetDipSwitch 3 0
+
+
+For more information on the Debug Console and the hubstartup.txt file, see The Debug Console and Testing Content in Online Mode.
+
+
+The DEV DEBUG Menu
+
+The DEV DEBUG menu is part of the Home Safe Screen on the SELECT button. You can access the DEV DEBUG menu only when in
+release mode.
+
+To activate the menu:
+
+1. Press SELECT on the connected controller.
+
+2. Select ***DEV DEBUG*** from the PS Home Safe Screen.
+
+The DEV DEBUG menu provides a number of options for checking and testing your content:
+
+
+
+The following table describes each menu option:
+Menu Option Description
+
+
+
+
+
+
+
+
+
+
+
+
+
+Open
+
+Console
+
+Opens the Debug Console for you to enter commands that affect the Home client.
+
+Clear
+
+Inventory
+
+Removes all furniture and clothing objects that have been added to your inventory. This is useful when you need
+to repeatedly test the rewarding of an item.
+
+Scene List
+(This
+
+Country)
+
+Displays all the scenes in the scene list that are available to your current Home account region.
+
+Apartment
+
+List
+
+Lists all the personal spaces from your \build directory. Select a space to relocate to that personal space.
+
+Object
+
+Catalogue
+
+Browser
+
+Displays a hierarchical browser of all Home objects available to the client. You can choose to browse:
+
+• Al1 objects.
+
+• Only objects in the active object catalogue.
+
+• Only objects in the user inventory.
+
+To add an object from the Object Catalogue Browser to your inventory, press the ACCEPT button. Character
+components can be added and then automatically applied by pressing the SGUARE button.
+
+GA Profiler
+
+Opens the QA Profiler. Selecting this option is equivalent to entering Prof ileGui.Enable 1 in the Debug
+
+Conso 1 e.
+
+Batch
+
+Validator
+
+Opens up the Batch Validator for profiling and validating multiple objects at one time.
+
+
+The Debug Console
+
+You use the Debug Console to issue commands to perform certain tasks or to affect the way PS Home runs. To enter commands when
+the console is active, you need to connect a USB keyboard to your PlayStation®3 target.
+
+You access the console either through the DEV DEBUG menu, or by pressing SELECT, depending on whether you are running PS Home
+in development mode or release mode.
+
+When activated, the Debug Console displays certain information about the scene:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The following table describes the data displayed on the Debug Console screen:
+
+
+Data Description
+
+
+version
+
+The current HDK version.
+
+cam
+
+The camera position coordinates.
+
+lua
+
+The combined frame rate (ms) of all active Lua scripts in the scene.
+
+ms
+
+The current frame rate, in milliseconds (ms).
+
+fps
+
+The current frame rate, in frames per second (fps).
+
+Lobby
+
+Population
+
+The number of people in the scene.
+
+Mesh Count
+
+The number has no significance. Ignore it. To get an accurate mesh count for your scene, use the
+
+ProfileGui. Memstats panel.
+
+Visible Meshes
+
+The number of visible meshes visible to the user. This value is more useful to QA, who populate a space with 60
+users.
+
+Scene Stats
+
+The MAIN, HOST, and VRAM resources consumed.
+
+
+When the Debug Console is active, certain keys have a special function:
+
+
+Key Special Function
+
+
+TAB
+
+Command completion. If you partially enter a command and press the TAB key, the command will either complete or if
+there is any ambiguity, you will be presented with all the commands that match the currently input string. If nothing
+is entered at the command prompt, all available commands are listed.
+
+Page
+
+Up/Down
+
+Scrol1 console by 1ine.
+
+SHIFT +
+
+Page
+
+Up/Down
+
+Scrol1 console by page.
+
+CTRL +
+Home
+
+Go to first line in the console history.
+
+CTRL +
+End
+
+Go to last line in the console history.
+
+
+For a comprehensive list of Debug Console commands, see Debug Console Command Reference.
+
+
+Executing Console Commands using Target Manager
+
+You can also execute Debug Console commands using a Target Manager TTY channel to send commands from the PC connected to the
+PlayStation®3 target running the Home client. Use the TTY channel USER 9.
+
+
+Make sure that USER 9 echoes your input to the screen so that you can see the commands as you type them.
+
+
+To make the commands visible in Target Manager:
+
+1. In the Targets panel, select the PIayStation®3 target you are using.
+
+2. Expand the item list below the target and select TTY.
+
+3. In the TTY panel, select the USER 9 tab.
+
+4. Right click and select Properties from the pop-up menu displayed.
+
+5. Make sure that Echo TTY input to screen is selected and click OK.
+
+You can now enter commands directly into the USER 9 tab, as shown below:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Pressing the TAB key to invoke the auto-complete function does not work when you use Target Manager to issue
+commands.
+
+
+Executing Console Commands at Boot Time
+
+When PS Home boots, it loads a text file: \build\scripts\hubstartup.txt. This file issues commands
+that affect how PS Home runs. If there is a command that needs to run every time you run PS Home, consider adding it to your
+hubstartup.txt file. An example hubstartup.txt is included with the HDK.
+
+It contains the following commands:
+
+
+
+It calls the following Lua scripts using the console command lcb
+
+• ArcadePause.lua: Press FI to pause or resume the currently active arcade game.
+
+• ResetGame.lua: Press F2 to reset the currently active arcade or mini-game. This action destroys the game, reloads the
+game’s scripts, then restarts the game.
+
+• Screenshot. lua: Press F4 to save a .png image of the screen to your \build directory.
+
+It also calls the following console commands:
+
+• useOfflineContent i: This command disables downloading of various content (such as the inventory) from the server and
+defaults to using content in the build folder instead
+
+• enableSceneDownloads o: This command disables downloading of online scenes and defaults to loading scenes on the hard
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+disk instead
+
+• objcat enableCatEntryScarb This command scans the \build\objects folder for objects to add to
+the inventory.
+
+The hubstartup.txt file provides these commands to facilitate development and testing of content. However, you can edit the
+hubstartup.txt file as you like.
+
+For more information on updating your hubstartup.txt file for testing content online, see Testing Online Content.
+
+
+Executing Console Commands through the Scene Editor
+
+The Scene Editor has a Scripting window that enables you to run HDK API scripts. You can also use it to enter console commands:
+
+
+
+Before you can enter console commands, you must first connect the Scene Editor to a target. For information on connecting to
+Target Manager, see Launching a Scene in PS Home.
+
+
+Taking Screenshots
+
+You can take screenshots of the Home client in the following ways:
+
+• Press the F4 key on your keyboard.
+
+• Use a Debug Console command.
+
+• Use the VRAM Viewer in Target Manager.
+
+Taking Screenshots using the Debug Console
+
+To take screenshots of PS Home using the Debug Console, you use the shot command.
+
+If you issue the command with no parameters, by default the screenshot is saved back to the file serving directory on the host
+PC. It is saved in .png format at the same resolution as PS Home’s display buffer. The default filename takes the format
+shotXX. png (where XX is a unique number that increments for each new screenshot). You can specify a custom filename with a , png,
+. tga or .jpg extension. The screenshot is then be saved using the corresponding encoder.
+
+When running the Home Developer PKG, screenshots are saved onto your development hardware’s hard drive by default. You may find
+it more convenient to save the file to an external USB storage device. To do this, enter the following command:
+
+r-1
+
+shot usb:.png
+
+I___-_-___i
+
+Hiding the Debug Console
+
+When you take a screenshot, you may not want the Debug Console to be visible.
+
+• To exclude the Debug Console from the screenshot, enter the command: consoleNumLines 0
+
+This command hides the console but does not deactivate it, so you can still issue the shot command.
+
+• To redisplay the console, issue the command: consoleNumLines 10
+
+You can vary the number of lines but note that you can view a maximum of about 55 console lines.
+
+Flight Mode
+
+You can also switch the camera into flight mode. For more information, see Reference Tool Dip Switches.
+
+
+
+
+
+
+
+
+
+
+Taking Screenshots via Target Manager
+
+
+Target Manager has a built-in feature called VRAM Viewer that you can use to take screenshots from connected targets. For this to
+work correctly, you must set the capture settings for VRAM Viewer correctly.
+
+To set the capture settings for VRAM Viewer:
+
+1. In Target Manager, expand the target connected to a running instance of the Home client.
+
+2. Select the VRAM Viewer.
+
+3. Enter the following values:
+
+
+Field Value
+
+Address
+
+OxcOOIOOOO. This field is in the Capture Settings panel.
+
+Capture Size
+
+1280: 720.
+
+Pitch
+
+1280.
+
+Format
+
+X8R8G8B8.
+
+
+4. Click Capture to take the screenshot.
+
+Target Manager displays the screenshot as follows:
+
+
+
+Troubleshooting the VRAM Viewer
+
+If you have problems taking screenshots with the VRAM Viewer, try one of the following:
+
+
+
+
+Click
+
+
+to reset the capture settings, then take the screenshot.
+
+
+Download and install the latest version of Target Manager.
+
+
+Debug Console Command Reference
+
+The following table lists useful commands that you can enter into the Debug Console:
+
+
+Command
+
+Valid ParameteKs)
+
+Default
+
+Description
+
+
+
+Value(s)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+atgParticlesReloadEf fects
+
+N/A
+
+N/A
+
+Reloads all active particle effects (. efx files)
+from disk. This is very useful for allowing a quick
+turnaround between authoring in the ATG Particle
+Effects Tool and visualization in-game.
+
+atgParticlesRenderEnable
+
+false, 0, off,
+true, 1, on
+
+true
+
+Disable/enable rendering of all particle systems.
+
+atgParticlesUpdateEnable
+
+false, 0, off,
+true, 1, on
+
+true
+
+Disable/enable per-frame evaluations of all particle
+system (effectively pause/unpause time for
+particles).
+
+consoleFont
+
+debugFont,
+
+consoleFont,
+
+smallFont
+
+consoleFont
+
+Change the font of the Debug Console.
+
+consoleNumLines
+
+0 to 55
+
+12
+
+Change the number of visible lines displayed by the
+Debug Console.
+
+debugCameraCollision
+
+false, 0, off,
+true, 1, on
+
+false
+
+Allows the debug camera to be affected by collision.
+
+debugCameraPickCollisionltem
+
+false, 0, off,
+true, 1, on
+
+false
+
+Allows you to pick items in the scene (excluding
+scene geometry) to see their collision. You must be
+in free camera mode.
+
+debugCameraPickerHitPos
+
+off, 0, false,
+true, 1, on
+
+false
+
+When using the debug camera, it tells you the
+coordinates of the cursor.
+
+debugCameraPiekerLength
+
+0 to 133
+
+10
+
+Sets the distance from the camera at which the
+debugCameraPick starts to highlight collision.
+
+You must have debugCameraPickCollisionltem set
+
+to on.
+
+debugClothingLimits
+
+false, 0, off,
+true, 1, on
+
+false
+
+When enabled, this allows developers to view the
+guideline limits to the Avatar’s clothing component
+s i zes.
+
+EnableArcadeGameTimeout
+
+false, 0, off,
+true, 1, on
+
+true
+
+Toggles the arcade game timeout. The timeout boots a
+user from the arcade game if they are idle for 3
+minutes.
+
+enableAudioRender3D
+
+0 (off), l (show
+al1 emitters), 2
+(show only emitters
+that user can hear)
+
+0
+
+Displays all the sound areas in a scene in the same
+colors as in the Scene Editor.
+
+enableMemoryStats
+
+0, 1, 2, 3
+
+0
+
+Displays a table showing all memory pools and their
+usage. If set to 1, the original version of the
+memory stats is displayed. If set to 2, a newer,
+more detailed version is displayed. If set to 3, a
+version is displayed which consumes less screen real
+estate.
+
+enableNetStats
+
+false, 0, off,
+true, 1, on
+
+false
+
+Displays the scene’s network stats (for example, Net
+Free memory, LibNet Free memory).
+
+enablePrivateLobbies
+
+false, 0, true, 1
+
+false
+
+If set to true, forces you into a private instance
+of that space.
+
+enableVideoStats
+
+false, 0, true, 1
+
+false
+
+Displays the memory stats for videos in your scene.
+
+envShot
+
+map size (power of
+
+2, greater than 4,
+max 512)
+filename (. tga)
+
+N/A
+
+Using the current camera position, generates the 6
+sides of a cube map and saves them as a single image
+in .tga format to file serving root.
+
+filecache
+
+list, clear, fill
+
+, remove
+
+N/A
+
+Allows you to view the scene’s caches, the amount
+(in KB) stored, and to empty it.
+
+home
+
+N/A
+
+N/A
+
+Relocates to the ’Harbour Studio’ personal space.
+
+HomeStore.Open
+
+ e. g.
+
+ThreadsCP.xml
+
+N/A
+
+Opens a commerce point for testing.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+idleTime
+
+0 tO MAXFLOAT
+
+3540.0
+
+Specifies the time of user inactivity in seconds
+before PS Home disconnects the client from the
+servers. Applies to online mode only.
+
+inv adddevobjects
+
+N/A
+
+N/A
+
+Temporarily includes all objects in the build
+directory within the object catalogue so that when
+the .self is launched it is easy to browse for any
+object on your HD.
+
+inv adduserobj
+
+N/A
+
+N/A
+
+Add the specified object to the user’s inventory.
+
+inv clear
+
+default, user,
+paid, all
+
+N/A
+
+Remove objects from the user’s inventory by type:
+default, user, paid, or all objects.
+
+inv list default
+
+N/A
+
+N/A
+
+Lists all object IDs of objects in the user’s
+default inventory.
+
+inv disableValidation
+
+N/A
+
+N/A
+
+Skips the check that normally prevents non-reward
+items from being added into a user’s list of
+rewards. Useful when you want to load the client
+without the client first removing all commerce items
+from your inventory, requiring you to manually
+re-enter them when in PS Home.
+
+inv list paid
+
+N/A
+
+N/A
+
+Lists all object IDs of purchases in the user’s
+inventory.
+
+inv list user
+
+N/A
+
+N/A
+
+Lists all object IDs of objects in the user’s
+inventory.
+
+inv refreshnp
+
+N/A
+
+N/A
+
+Re-requests purchase information from the Network
+Platform (NP), to rebuild the inventory of a user’s
+purchases.
+
+inv removeuserobj
+
+N/A
+
+N/A
+
+Removes the specified object from the user’s
+inventory.
+
+lc
+
+Arbitrary Lua
+command (s)
+
+N/A
+
+Executes Lua code in the currently active Lua
+environment.
+
+map
+
+Valid scene name in
+scene 1ist
+
+N/A
+
+Relocates the local player to the specified space.
+
+The specified name does not need quotes. The name is
+taken from
+
+build\environments\LocalSceneList.xml i f
+
+launching offline, or it is the name supplied to the
+Content Delivery System (CDS) if the scene has been
+uploaded to a content server.
+
+mapregion
+
+N/A
+
+N/A
+
+Previously it allowed you to select the region PS
+
+Home loaded into. It has been replaced with the
+region select button in the PS Home start-up screen.
+
+objcat
+
+See objcat
+
+N/A
+
+Performs a search in the object catalogue. For more
+information on using this command, see objcat.
+
+osd
+
+N/A
+
+N/A
+
+Enters the On-Screen Display (OSD) sub-console. You
+can use the is and cd commands to traverse the OSD
+hierarchy.
+
+osdhide
+
+false, 0, off,
+true, 1, on
+
+false
+
+Disables all OSD, including system dialogue boxes.
+
+profileEnable
+
+false, 0, off,
+true, 1, on
+
+false
+
+Enables timing bars showing what PS Home is spending
+time doing.
+
+ProfileGui.Enable
+
+false, 0, off,
+true, 1, on
+
+false
+
+Displays the new profile GUI, which allows you to
+call any profiling information that you want to
+display. Supports a mouse.
+
+ProfileGui.ControllerMouseEmu
+
+false, 0, off,
+true, 1, on
+
+false
+
+Allows you to use the controller to emulate a mouse.
+
+ProfileGui.ClearPanels
+
+N/A
+
+N/A
+
+Clears any panels that you created with
+
+ProfileGui.CreatePanel.
+
+ProfileGui.CreatePanel
+
+Info, MemStats,
+Network, Cpu, Gpu
+
+N/A
+
+Creates a profiling panel of the specified type
+(such as Info, MemStats).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ProfileGui.ListObjects
+
+N/A
+
+N/A
+
+Lists all objects and their UUIDs in the scene. You
+can also choose to open the panel in a minimized
+state by typing min after the panel name. For
+example, ProfileGui. CreatePanel Info min )
+
+ProfileGui.ListPanels
+
+N/A
+
+N/A
+
+Provides a list of possible Profile panels that you
+can use with Profile . CreatePanel.
+
+profileMode
+
+off, overview,
+
+meshtiming,
+
+overdraw
+
+off
+
+Allows you to set one of four profi1ing modes. For
+more information, see Profiling in the Client.
+
+Quartermaster.OverrideLodhi,
+med, low, none
+
+hi, med, low,
+
+none
+
+none
+
+Switches the LOD of the avatar clothing from high
+(LODI), medium (L0D2) and low (L0D3).
+
+
+
+
+Qfc Do not use this console command in
+the Wardrobe.
+
+reloadscene
+
+N/A
+
+N/A
+
+Reloads the scene. Useful when testing in your
+sandbox.
+
+reloadTextures
+
+-a
+
+No parameters
+
+A fast way to reload all the textures in the scene
+memory slot.
+
+
+
+
+Use -a to reload all the textures in the game.
+
+
+
+
+Use no parameters to reload all textures in the
+scene memory slots.
+
+
+
+
+Only textures that have not changed in total data
+size since the creation of the texture will succeed.
+
+An unsuccessful reload attempt leaves the original
+texture unchanged and a console warning message is
+generated.
+
+runSpeed
+
+0 tO MAXFLOAT
+
+3.5
+
+Changes your avatar’s run speed. Useful for running
+around big environments quickly.
+
+screenDebug
+
+all, video
+
+N/A
+
+Displays general screen-related information, or
+information only on screens that are playing video.
+
+SetDipSwitch
+
+switch (0 to 7),
+state (0 or l)
+
+Al1 switches
+set to off
+(on test kit)
+
+Simulates a reference tool’s dip switches on a test
+kit. Certain functions of the Home client activate
+in response to the setting of these switches. See
+Reference Tool Dip Switches.
+
+setLanguage
+
+A localization
+region in the form
+
+xx-YY
+
+N/A
+
+Partially changes the language used, by reloading
+specific localization files for the given language.
+
+
+E. g. en-GB
+
+
+s This is for quick testing of
+
+localization text, for Objects etc.
+
+It is not intended as a
+
+PlayStation®Home-wide language
+change, as many Home systems
+translate their text once only, so
+changing the language completely
+would mean re-initializing them,
+where it would be easier and safer
+to just restart Home using a
+different language setting.
+
+setNumNPCs
+
+0 to 63
+
+N/A
+
+Spawns wandering Non-Player Characters (NPCs) from
+
+0, 0, 0. Useful for artificially load testing your
+spaces.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+setOverrideServerTime
+
+yyyy mm dd hh mm
+
+ss
+
+N/A
+
+Allows you to set a fake server time. You can set a
+time, and when you query the server time it returns
+your set time plus the time elapsed since. For
+example, if you set the override time to be 2
+minutes before an event is due to start, it starts 2
+minutes later. This is particularly useful for
+testing if something triggers correctly at a
+specific time.
+
+shot
+
+Optional filename
+
+shotXX.png
+
+(where xx is
+a number)
+
+Saves a . jpg, .png or .tga screenshot back to the
+file-serving root. When running the PS Home
+
+Developer PKG, this is
+
+/dev_hdd0/game/NPIA00010/USRDIR. To save the
+screenshot to a USB drive, use shot
+usb://filename.png.
+
+showPersonLabels
+
+false, 0, off,
+true, 1, on
+
+true
+
+Toggles the rendering of the PSN name labels above
+avatars’ heads. Sometimes useful for taking
+screenshots.
+
+showTargets
+
+false, 0, off,
+true, 1, on
+
+false
+
+Shows debug information about targetable areas that
+the player is in, including a ’Target Score’ which
+shows which of two trigger labels will be displayed
+if the player is within both
+
+sleepTime
+
+0 tO MAXFLOAT
+
+180.0
+
+Specifies the time (in seconds) before the local
+avatar ’goes to sleep’ (It displays Zs and the ’Back
+soon---’ message)
+
+teleport
+
+x, y , z,
+
+rotation(radians)
+
+All 0 tO MAXFLOAT
+
+N/A
+
+Specifies a location to move your avatar to in the
+currently loaded environment. The rotation angle
+sets the avatar’s heading around the vertical world
+space axis.
+
+walkSpeed
+
+0 tO MAXFLOAT
+
+2.2
+
+Changes your avatar’s walk speed. Useful for walking
+around big environments quickly.
+
+wireFrameEnable
+
+false, 0, off,
+true, 1, on
+
+false
+
+Renders the scene with textured wireframe.
+
+
+objcat
+
+
+Parameter
+
+Explanation
+
+Further parameters
+
+clear
+
+Empties the object catalogue.
+
+N/A
+
+disableCatEntryScan
+
+Disables the scanning of the build/objects
+folder for locally edited objects on startup.
+
+N/A
+
+dumpone
+
+Dumps the catalogue entry for a single object to
+the TTY.
+
+cobject UUID>
+
+enableCatEntryScan
+
+Enables the scanning of the build/objects folder
+for locally edited objects on startup.
+
+N/A
+
+getodc
+
+Retrieves an object description.
+
+cobject UUID>
+
+load
+
+Loads in an XML database.
+
+ csearch criteria>
+
+(corder by> < pagenum> )
+
+sqlexec
+
+Executes an arbitrary SQL statement on the object
+catalog database.
+
+
+
+sqlexecscript
+
+Executes a script of arbitrary SQL statements on
+the object catalog database.
+
+
+
+verboseSql
+
+Turns on printing of SQL queries and results rows.
+
+on, off
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+PlayStation®Home Error Codes
+
+The following table lists errors that you might encounter when using the PS Home Developer Client
+
+
+Code
+
+Description
+
+C-931
+
+Server-side error
+
+C-991
+
+Server-side error
+
+C-995
+
+NP account in use, the PS Home Developer client requires a SP-INT account
+
+D3
+
+An error occurred
+
+D25
+
+Server incompatible with current client
+
+D3505
+
+Disconnected from server
+
+D4512
+
+Server is not responding
+
+D5028
+
+Server connection refused
+
+FI
+
+An error occurred
+
+F2
+
+Incompatible client version
+
+F3
+
+Incompatible server version
+
+F4
+
+Server is at capacity
+
+F5
+
+Server does not support world id
+
+F6
+
+Failed to authenticate signature
+
+F7
+
+Encryption failure
+
+F8
+
+Access Key failure
+
+F9
+
+Failed to establish aux UDP connection
+
+F10
+
+The server became unavailable
+
+F11
+
+The session was ended
+
+FI 2
+
+The game was ended
+
+FI 3
+
+The session timed out
+
+F14
+
+Disconnected due to poor network performance
+
+FI 5
+
+User account banned from service
+
+G-1
+
+An error occurred
+
+M-16
+
+The user management/chat server connection was lost during the relocation process
+
+Z(7,-1)
+
+Selected scene not available on the current content server, delete your save data
+
+Z(7, -2)
+
+The space instancing server is not responding
+
+00
+
+1
+
+r--~
+
+N
+
+Error downloading content
+
+N
+
+1
+
+Cache error, delete the PS Home client from the XMB and try again
+
+N
+
+1
+
+cn
+
+Account age too young to access Home in this region
+
+Z(7, -6)
+
+The service is temporarily closed, try again later.
+
+N
+
+1
+
+Save data copied from another account, delete your save data
+
+N
+
+Cj
+
+1
+
+O
+
+PS Home client out of date, please update
+
+Z(7, -11)
+
+A moderator has ejected you from PS Home
+
+Z(7, -12)
+
+Account region does not have access to PS Home
+
+Z(7, -13)
+
+Regional server error
+
+o
+
+CM
+
+1
+
+N
+
+Disconnected due to inactivity
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+N
+
+Cj
+
+1
+
+O
+
+O
+
+Failed to download user inventory
+
+N
+
+Cj
+
+1
+
+O
+
+Failed to download NP tickets, possibly due to too many Service IDs
+
+OJ
+
+o
+
+T
+
+r->~
+
+N
+
+Failed to download user entitlement list
+
+N
+
+1
+
+o
+
+CO
+
+Entitlement retrieval failed
+
+o
+
+T
+
+r->~
+
+N
+
+Inventory is corrupt
+
+
+Objects
+
+
+Objects are made up of any number
+of assets (or resources) and
+functional definitions (or
+components). Objects are
+essentiaIIy definition containers
+that identify the assets, paths,
+names and other file properties of
+what they contain within an XML
+structure.
+
+In PS Home, objects are items that
+users can wear (clothing), place
+(furniture), or use (active items
+and inventory items). You can also
+place certain objects in scenes
+through the Scene Editor (for
+example, mini-games). When a
+collection of resources and
+components are wrapped as an
+object, they can be easily
+referenced and re-used in
+environments in PS Home.
+
+Objects are sometimes model files, sometimes collision. They sometimes have scripts, and are given as rewards. What an object
+does or what it can do depends on the type of component and the resources you add to it.
+
+You can make the following objects in PS Home:
+
+• Active Items
+
+• Animation Packs
+
+• Arcade Games
+
+• Character Components
+
+• Companion Objects
+
+• Furniture and Decorations
+
+• Game Launch Objects
+
+• Group Animation Packs
+
+• Interaction Packs
+
+• Locomotion Objects
+
+• Mini“games
+
+• Portable Items
+
+• Rea I Time Games
+
+• Resource Packs
+
+• Sound Packs
+
+You can also embed objects in scenes. See Embed Objects into Scenes.
+
+
+
+$ See also Object Information for details on scripting objects.
+
+
+Active Items
+
+
+For Japanese Live Page
+
+H$t(D b ry Kil (Active Items) j
+
+
+
+
+
+
+
+
+
+
+
+
+
+Active Items are objects that the user can place within a personal space or clubhouse, in a similar way to furniture. Developers
+export the objects from Maya’s furniture, then add a script component using the Object Editor.
+
+An Active item must have the following components:
+
+
+Component
+
+Description
+
+Furniture
+
+component
+
+Allows users to select the Active Item when they select Redecorate from the Menu Screen.
+
+Active Item
+component
+
+Adds script capability to an item. Furniture light functionality is removed when this is added. You must add
+lighting to your script in order to regain furniture lighting behavior.
+
+
+ji Active Items are limited to two seats.
+
+
+Active Items cannot be listener objects, using the function object. SendListenerData ().
+
+
+To create an Active Item with scripted components, add the following:
+
+• a Mini Game Component to the object
+
+• a Lua Environment Component
+
+• an Game Spawner Component
+
+• a Targetable Component
+
+
+
+The components are automatically added if you use the Object Editor Wizard
+
+
+Developers can create an additional collision file for an Active Item that is used specifically for collision when the script
+component of the object is activated. For more information on Active Item collision, see Collision For Active Items.
+
+If an active item is created from furniture, it will have furniture safe collision - this needs to be edited to create an active
+item.
+
+Moving and Placing Active Items
+
+Active Items are not restricted to being placed in fixed positions in specific scenes. Users can select them and place them
+anywhere within a personal space or clubhouse, as long as there is room for the item, including the active collision shape. For
+information on Active Items and the number of standard furniture slots they occupy, see Furniture Block System.
+
+Only users can place and move Active Items. The owner of a clubhouse can place Active Items and they persist even when the owner
+has left the space.
+
+You cannot use Lua script to change an active item’s placement in a scene. If you use a script, for example by calling
+Entity.GetPosit ion (), the active item seems to move, but at the next Update frame, it automatically moves back to its
+original position.
+
+For example, an active item is placed at (1,0,0,0), and its update function is OnUpdateO, then:
+
+
+
+
+
+
+
+activeEntity = Active.GetEntity ();
+function OnUpdateO
+
+print( "START — " .. tostring( Entity.GotPosition(activeEntity)))
+
+--Move the Active Item
+
+Entity.SetPosition(activeEntity, Vector4.Create(0, 2 , 0, 0) )
+
+print( "END — " .. tostring (Entity.GetPosition(activeEntity)))
+
+end
+
+
+This code produces the following output:
+
+
+Lua
+
+Vector
+
+Explanation
+
+print("START - "
+
+[1, 0, 0,
+
+0]
+
+This is where the active item was placed by the user.
+
+print("END -- "
+
+[0, 2 , 0,
+
+0]
+
+This is the position to which the script moved the active item.
+
+function OnUpdate()
+
+
+Resets active item position.
+
+print("START — "
+
+[1, 0, 0,
+
+0]
+
+When onUpdate was called it reset the active item position to where the user
+originally placed it.
+
+
+Adding Mini-game Components
+
+One of the ways you can create an Active Item is to add a add a Mini-game to the object. Alternatively, you can add just the Lua
+Environment and Active Item components to run a script (see Adding Script Components).
+
+To add a Mini Game component to an object:
+
+
+1. Build and export a furniture item. See Furniture Creation.
+
+2. In the Object Editor, select the exported item of furniture. For example:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+3. Associate the furniture with the Lua environment, as described in Adding Script Components. Note that for mini-games you
+do not need to add the OnllpdateO property.
+
+The furniture item in the Object Editor should now look something like this:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4. Click Add New Component in the toolbar to add the Mini Game component and set the properties that are required by your
+script (for more information on these properties, see Mini-games).
+
+5. Click Add New Component in the toolbar to add the Game Spawner component and select Mini Game in the Component Options
+dialog so that the component spawns a mini-game. The following properties can be set when you select the Game Spawner
+component in the Object View panel:
+
+a. local_person_visible : Select whether the local player’s avatar is visible in the nini-game or not.
+
+b. remote_people_visible : Select whether the avatars of players not in the game are visible while playing the game.
+
+c. remote_portables_visible : Select whether the inventory items (portables) are visible or not.
+
+d. use_default_camera : Choose whether to use the default camera in the Mini-game or define the control yourself within
+Lua.
+
+6. The session size must be defined in the network component. Click Add New Component in the toolbar to add the Network
+component.
+
+7. Create an XML file with the following format:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+(where X is the maximum number of players)
+
+For more information on game sizes, see Maximum Number of Players in Mini-Games.
+
+
+If you are going to use this Mini-game as part of a scene, by adding it through the Scene Editor, the
+Mini-game Player Slots property must be the same as the session size defined in the XML.
+
+
+8. Click Add New Local Resource in the toolbar and add your XML file to the active item.
+
+9. Click on the Network component in the Object View panel and select the XML file from the definition drop-down list in the
+
+Properties panel. The network XML is now attached to your active item with the session size set.
+
+10. Run HomeDeveloper. self from the Target Manager with no command line parameters. This takes you to the default personal
+
+apartment. Access the PS Home Menu via the Start button on the connected controller and select Redecorate Personal Space.
+
+Select and place your furniture item. You should see something like the following:
+
+
+
+Adding Script Components
+
+You can create interactive or scripted behavior within an object in the user’s personal space.
+To add script components to an object:
+
+1. Build and export a furniture item. See Furniture and Decorations.
+
+2. In the Object Editor, select the exported item of furniture. For example:
+
+
+
+
+
+
+
+
+
+
+
+
+3. Associate the furniture with the Lua Environment by clicking Add New Component in the toolbar, then selecting the Lua
+Environment component.
+
+4. Use the API function Active.GetEntity within your Lua file to return the entity of the active item. This is so that
+you can attach other entities to it or query it (for example, to find the position of the active furniture within the
+scene).
+
+When you have returned the active item entity, you can use other functions such as Entity.AttachToParent, which
+allows you to apply the parent’s world matrix to the entity so that the entity’s position, rotation and scale are
+relative to the parent.
+
+The following example shows a simple Lua script using the Active. GetEntity and Entity .AttachToParent functions:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+LoadLibrary("Entity")
+
+LoadLibrary("Active")
+entityActive = Active.GetEntity()
+entityBighead = Entity.Create()
+entityBighead:SetModel("bighead")
+entityBighead:AttachToParent(entityActive)
+
+
+You could use this script, for example, to manipulate the model of a big head. If the active item is a table, the script
+attaches the model of the big head to the table. When the user moves the table around, the big head remains attached to
+it.
+
+
+Click Add New Local Resource in the toolbar to associate the script with the furniture, and select your Lua file.
+The furniture item in the Object Editor should now look something like this:
+
+
+
+
+6. Select the Lua Environment component in the Object View panel and set the script property to your Lua file (for example,
+main. lua).
+
+7. Click Add New Component in the toolbar and select the Active Item component (unless active collision was created and
+exported from Maya, in which case the active component already exists). Add OnllpdateO to the on_update property in the
+Properties pane I :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Active Item component uses uprightvalidation to determine whether the item can be used only when upright. Set this to
+False if the item can be used even if it has been rotated by the user and is no longer upright.
+
+8. Run HomeDeveloper. self from the Target Manager with no command line parameters. This command takes you to the default
+personal apartment.
+
+9. Access the PS Home Menu from the Start button on the connected controller, then select Redecorate.
+
+10. Select and place your furniture item. You should see something like the following:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+You can also create an active item by adding a mini-game to the object. See Adding Mini-game Components.
+
+
+Portable Objects
+
+A portable object is an object that can be deployed in most spaces (unlike Furniture and Decorations or Active Items that can
+only be deployed in Personal Spaces and Clubhouses).
+
+Portable objects is a collective term for the following objects:
+
+• Companion Objects
+
+• Animation Packs
+
+• Locomotion Objects
+
+
+Animation Packs
+
+
+$ See Avatar Animation Packs
+
+
+Locomotion Objects
+
+
+For Japanese Live Page
+
+*Sr(DS*HIK^-yii^*>b rmzi^E -va>t7yi^ Fj
+
+
+A Locomotion object is a portable item that allows users to get around Home in style.
+Locomotion objects support the following features:
+
+• Configurable avatar movement speed
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+• Up to 2 custom models attached to the avatar
+
+• Custom animations (for both the avatar and the attached models)
+
+• Sounds
+
+• Particle effects
+
+For a step-by-step guide on creating a new Locomotion object see Creating Locomotion Objects.
+
+For details on how to configure and customize Locomotion objects see Configuring Locomotion Objects.
+
+
+
+Creating Locomotion Objects
+
+
+For Japanese Live Page
+
+*SrO)S*IgjK^-yii^*>b rp3i-'> a >7f-^vx^7 h New Object Wizard.
+
+2. In the Object Creation Wizard dialog, select Locomotion Item and click Next:
+
+
+
+
+
+3. Select either Basic or Advanced, depending upon the type of Locomotion item you want to create.
+
+This option affects the default configuration file and sample resources that the Locomotion object will contain.
+
+
+
+The Basic Locomotion item provides the simplest default setup with the Locomotion object only adjusting the avatar
+movement speed and replacing the default locomotion animations with a faster running animation.
+
+The Advanced Locomotion item provides a more complex setup with a model attached to the avatar’s feet and advanced
+examples, including use of sounds and particle effects.
+
+
+4. Enter the name of the Locomotion object, and provide a description.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+M
+
+□ J Object Creation Wizard
+
+
+Add a name and description for the object.
+
+
+Object Name: Hover Board
+
+
+Description: Speed through Home in style with this must have item
+
+
+n=n
+
+
+izn LEJ
+
+mbmm
+
+
+
+
+Previous
+
+
+Next
+
+
+J
+
+
+You must provide a description. This description is visible to users when they select the Locomotion
+object. For text character limits, in bytes, see the HDK Tools Validations.
+
+
+5. Enter the name of the folder where you want the Locomotion object’s resources to be placed:
+
+
+
+6. Click Create to complete the wizard, a new Locomotion object is created at:
+
+/build/Locomotion//.
+
+
+This folder initially contains all the default template assets that are required for the Locomotion object to work (i.e.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+the model, repertoire and animation files listed previously). You must replace these files with your own. The folder also
+includes all the other assets required for the Locomotion object to work in PS Home.
+
+7. Preview the Locomotion object in PS Home.
+
+• To launch into the HomeDeveloper. self, see Launching the Home Developer SELF.
+
+• To add items to your inventory in the HomeDeveloper. self, see The DEV DEBUG Menu.
+
+
+Configuring Locomotion Objects
+
+
+For Japanese Live Page
+
+
+rpzi^E-vg
+
+
+This is an in-depth guide of how to configure Locomotion Objects.
+
+
+© If you have not yet created a Locomotion Object you can find a step-by-step creation guide on the Creating
+Locomotion Objects page.
+
+
+You can configure a Locomotion Object through the config.xml file, which is referenced in the object’s resources.
+This page details the customizations that can be made in this configuration.
+
+
+Example
+
+A lot of PS Home users want the ability to run faster. So we use the Object Editor to create a new Basic Locomotion
+Item. The config.xml file is simple enough:
+
+
+
+
+
+
+
+
+This locomotion item changes the avatar speed settings allowing for faster movement around PS Home.
+
+
+Check with your regional account representative about valid speeds for your object. The top speeds
+have value to the users and there will be pricing considerations when submitting objects with higher
+speeds
+
+
+Repertoires
+
+As well as changing the basic avatar properties, you can provide a repertoire that changes the avatar animations. The basic
+locomotion template’s repertoire simply replaces the avatar’s move state. Each rig (male/female) has four animations: walk,
+fast-walk, jog and sprint. These are linked together using the LocomotionState, triggering based on speeds all the way up to 5
+metres per second.
+
+The animation resources should be marked to defer load (and the repertoire component should be set up so that "is_exclusive"
+is True). This saves memory by only loading up animations for the current rig (male or female).
+
+See the Avatar Animation Repertoires documentation for more information on how to set up repertoires.
+
+
+Attaching Models
+
+You can also attach up to 2 models to the avatar. Create a new object using the basic locomotion template. This gives you a
+sprinting avatar. You need to then create a model and assign it to the object via the Object Editor (and flag it to defer load).
+The model must fit within the memory pool of a remote portable (alongside whatever other resources you are adding).
+
+In the resource editor, rename the model as test.mdl and then edit the config.xml for the object:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The new elements here are: locaLmodel, remote_model and fsm (finite state machine).
+
+
+Note that we specify the model twice. This is because we need to let the locomotion item know which model to use
+on the local client and which to use remotely - this allows for a lower I eve I —of—detaiI version in the memory
+restricted evironment of the remote portable.
+
+
+The fsm element is where the locomotion item presents its flexible nature. Within the fsm element you define a finite state
+machine which comprises of a number of states. In this example we define a single state, called initialise, and upon entering this
+state we command the locomotion item to use the attach command, specifying the "head" bone as the attach point. In this case, the
+model will be attached to the player’s head.
+
+You can name any avatar bone as the attach point, but if no bone is given, the model will be attached to the root of the player
+(at their feet).
+
+Here’s a list of the bones that are available in the avatar:
+
+• "pelvis"
+
+rr | ■ rr
+
+• hips
+
+• "I eft I eg"
+
+• "leftfoot"
+
+• "right I eg"
+
+• "rightfoot"
+
+• "spine"
+
+rr | rr
+
+• neck
+
+• "head"
+
+• "leftshoulder"
+
+• "leftarm"
+
+• "leftforearm"
+
+• "lefthand"
+
+• "rightshouIder"
+
+• "rightarm"
+
+• "rightforearm"
+
+• "righthand"
+
+The states in the fsm are controlled by transitions, and in effect we are programming the item in a safe manner. The first fsm
+that the locomotion item comes across will be run on both the local and remote portable, but any others will only be executed
+locally (to keep the runtime cost of the remote portable down).
+
+
+Config Specs
+
+
+local_model
+
+Specifies the model to use for the local portable.
+
+
+Attrib
+
+Mandatory
+
+Default Value
+
+Notes
+
+name
+
+yes
+
+none
+
+the name of the resource to load
+
+skeleton
+
+no
+
+none
+
+the name of a skeleton resource to attach
+
+scale
+
+no
+
+1.0
+
+model scaling from 0.1 to 5.0
+
+id
+
+no
+
+1
+
+you can have up to two models (1,2)
+
+autohide
+
+no
+
+0
+
+should the model hide when running foreign animations (0,1)
+
+
+remote model
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Specifies the model to use for the remote portable - this can be the same as the local, or one with lower detai
+don’t care for animation on the remote portable and so leave out the skeleton).
+
+
+(or perhaps you
+
+
+Attrib
+
+Mandatory
+
+Default Value
+
+Notes
+
+name
+
+yes
+
+none
+
+the name of the resource to load
+
+skeleton
+
+no
+
+none
+
+the name of a skeleton resource to attach
+
+scale
+
+no
+
+1.0
+
+model scaling from 0.1 to 5.0
+
+id
+
+no
+
+1
+
+you can have up to two models (1,2)
+
+autohide
+
+no
+
+0
+
+should the model hide when running foreign animations (0,1)
+
+
+properties
+
+Global properties for this locomotion portable.
+
+
+Attrib
+
+Mandatory
+
+Default Value
+
+Notes
+
+run_speed
+
+no
+
+3.5
+
+the run speed is limited to between 1 and 5.25 metres per second
+
+wa1k_speed
+
+no
+
+2.7
+
+the walspeed is limited to between 1 and 3.5 metres per second
+
+autohide
+
+no
+
+0
+
+can be 1 or 0. If 1, the model is hidden when playing external animations
+
+sound
+
+no
+
+none
+
+the name of an audio bank resource
+
+
+
+We recommend that if you want to increase the walk and run speed that you always use the maximum of 3.5 and 5.25.
+
+
+Notel - the autohide property, is set to 1, will override the autohide settings made in the localjnodel/remotejTiodel elements.
+Note2 - the walk_speed must be less than the run_speed.
+
+variables
+
+This is a list in which you can define up to 6 user variables for use in the configuration. These are always floats.
+
+r----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+
+
+
+
+
+
+
+L..................................................................................................................................................................................
+
+
+Each var element has the following attributes:
+
+
+Attrib
+
+Mandatory
+
+Default Value
+
+Notes
+
+name
+
+yes
+
+none
+
+a unique name for the variable
+
+value
+
+yes
+
+0
+
+any number
+
+
+The var name attribute must be unique and must not be the same as any internal variables (see the Read-Only Variables section
+be I ow)
+
+
+registers
+
+
+You can control animation registers defined in the repertoire from the locomotion portable. Reading and writing of the repertoire
+registers is done differently (for performance reasons). Writing to repertoire registers is done by providing a list of user
+variables and registers - the locomotion logic will update the repertoire register from the user variable every frame:
+
+
+
+
+
+
+
+
+Each register has the following attributes:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Attrib
+
+Mandatory
+
+Default Value
+
+Notes
+
+name
+
+yes
+
+none
+
+the name of your lua writeable animation register
+
+value
+
+yes
+
+none
+
+the name of a source user variable
+
+
+The user variable must have been defined before the register is defined. Reading registers is done manually (see later on).
+
+
+fsm
+
+
+This section contains the programmable elements. You can have several fsm elements, and all of these are run on the local
+portable. However, the remote portable will only run the very first fsm defined in the configuration (to keep the runtime profile
+smalI).
+
+An fsm is defined by a number of states:
+
+
+
+
+
+
+
+
+
+
+
+All fsm elements must contain at least one state named initialise. This will be the first state entered when the fsm is started.
+States contain the following elements:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The state can contain many transition elements, and one each of on_entry, on_update, on_exit.
+
+
+Finite State Machine
+
+Adding models and changing the player repertoire are the easy steps. To unlock the true potential of the locomotion item you need
+to provide the definition for a finite state machine (fsm). Within such an fsm you define several states.
+
+Each state has the following properties:
+
+• transitions - a transition is a test, which if true will cause the state machine to jump to a different state
+
+• on_entry - a set of functions that will be called once (when we enter this state).
+
+• on_update - a set of functions that will be continually called while in this state.
+
+• on_exit - a set of functions that will be called once (when we leave this state).
+
+
+For example:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Here we define two states, initialise and smile. The locomotion item will always jump to the state initialise on startup. In this case,
+the locomotion item will do nothing, until the user changes their mood status to Happy. When this happens, the state machine
+wi 11 jump to the smile state.
+
+On entry to the smile state, we set an animation. Then nothing happens, until the user changes their mood status again to
+something that isn’t Happy. In this case the state machine will transition to initialise. Before it does, it will call stop_anim as
+part of the on_exit functions.
+
+You can have several fsm elements defined in the configuration file, but only the first fsm is run on the remote portables. So
+locally you will see everything, but other users will only see the work done by this first fsm.
+
+
+Transition
+
+Transitions control when an fsm should change state. A state can contain a number of transition elements, so different paths can
+be taken based on conditions.
+
+The general format for a transition is:
+
+
+r
+
+
+
+
+
+L
+
+
+While in a state X, the transition test is run constantly. When Cl is true, the finite state machine will jump to state S.
+We can set up a transition to test a number of conditions before changing state:
+
+
+
+
+
+
+
+
+
+Here, Cl and C2 must be satisfied before jumping to state S. The type T can be one of the following:
+
+
+name
+
+description
+
+and
+
+Cl and C2 must be true before we can transition
+
+or
+
+Cl or C2 can be true before we can make the transition
+
+
+So what can be tested? What could Cl or C2 possibly be? Here are a few examples before the rules are presented:
+
+
+
+
+
+
+
+
+
+
+
+Example 1
+
+
+
+
+This is a single condition test. When the player’s speed is greater than 0.01 metres per second, the state machine
+wi I I jump to the moving state.
+
+
+Example 2
+
+r---1
+
+
+
+
+
+There are two conditions being tested here. The first tests for user input ("button1==1"), the second test checks to see if the
+player speed is above 4 metres per second. So, if the player is providing some input AND is moving relatively fast, we transition
+to the moving state.
+
+The tests always consist of a VARIABLE on the left hand side, a comparison operator in the middle, and a number/string value on
+the right hand side. See the reference section for which variables can be used. The comparsion operators can be one of <, <=, ==,
+~=, =>, > and work as expected in any computer language.
+
+Commands
+
+These can exist as elements in the on_entry, on_update and on_exit portions of any state. They effectively allow you to program a
+state. The available commands are:
+
+Sounds
+
+Sound is only played on the local portable - these commands will do nothing when run on the remote portable.
+play_sound
+
+Will play a sound from a loaded audio bank.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 4
+
+4 Sound handles are maintained, you can use any
+
+name
+
+yes
+
+
+
+The sound effect name - this is NOT validated
+
+vo1ume
+
+no
+
+1
+
+0 to 1
+
+The sound volume to play at
+
+pitch
+
+no
+
+0
+
+-8 to 8
+
+The audio pitch to play at
+
+
+set_sound_register
+
+Set a scream register for a currently playing sound effect (is safe to use even if no sound effect is playing). The effect is
+based solely on how the sound has been set up in the scream editor.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 4
+
+Which sound to control
+
+reg
+
+no
+
+0
+
+0 to 3
+
+Register to change
+
+var
+
+yes
+
+
+
+An existing numeric variable to use as the source
+
+factor
+
+no
+
+1
+
+-100 to 100
+
+Applied to the var
+
+
+The register is set using the formula : reg = var x factor.
+
+If you want to set the register to a constant, then you can use the special variable ’one’
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+stop_sound
+
+
+Stops a playing sound effect (is safe to use even if no sound effect is playing)
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 4
+
+Which sound to stop
+
+time
+
+no
+
+0
+
+0 to 1
+
+An optional time over which to fade the sound out
+
+
+Particles
+
+Particles are only played on the local portable. These commands have no effect on the remote portabl
+
+start_emitter
+
+Will start emitting particles from either the player root, a player bone or a model bone.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 10
+
+The particle emitter id
+
+effect
+
+yes
+
+
+
+The name of particle effect (an existing resource)
+
+type
+
+no
+
+
+
+The emitter attach type (’render’ or ’emitter’)
+
+tx, ty, tz
+
+no
+
+0
+
+
+The relative offset from some origin
+
+rx, ry, rz
+
+no
+
+0
+
+
+The rotation to apply to the emitter
+
+target
+
+no
+
+none
+
+1 to 2
+
+If given, will attach to a model (else the person)
+
+bone
+
+no
+
+
+
+If given, will attach to the given bone of the target
+
+
+stop_emitter
+
+Stops a particle emitter
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 10
+
+The particle emitter id
+
+
+Rig
+
+These change rig properties. Works for both LOCAL and REMOTE portables.
+
+set_rig_run_speed
+
+Set the avatar run speed. The original value is restored when deactivating the portable.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+value
+
+no
+
+3.5
+
+1 to 5. 25
+
+A run speed value (metres per second)
+
+
+set_rig_walk_speed
+
+Set the avatar walk speed. The original value is restored when deactivating the portable.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+value
+
+no
+
+2.2
+
+1 to 3. 5
+
+A walk speed value (metres per second)
+
+
+Model
+
+These commands control any models that are created.
+
+set_anim
+
+
+Blends an animation in. There are 3 layers available.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 2
+
+Which model to use
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use
+
+name
+
+yes
+
+
+
+The animation resource to use
+
+blend in
+
+no
+
+0. 25
+
+0 to 2
+
+Over what period should the animation blend in
+
+weight
+
+no
+
+none
+
+0 to 1
+
+The initial weight of the animation (cancels blend in if specified)
+
+
+attach
+
+Attaches a model to the person, a bone on the person, another model, or the bone of some other model.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+id
+
+no
+
+1
+
+1 to 2
+
+Which model to use
+
+target
+
+no
+
+none
+
+1 to 2
+
+Which model to attach to (uses the person if not given)
+
+bone
+
+no
+
+
+
+Which bone on the target to attach to
+
+tx, ty, tz
+
+no
+
+0
+
+
+The translation from the attach point
+
+rx, ry, rz
+
+no
+
+0
+
+
+The rotation from the attach point
+
+
+Animations
+
+These commands control any animations that have been triggered. You can have three active animations for a local locomotion
+object, but remote objects will only run one. Each animation you run creates a layer; these layers can be applied to a single
+model or split between two models (this means that you can only animate one model on a remote locomotion object). The "set_an
+command creates an animation layer, and by default it will use layer 1 - remember to change this if you try and animate both
+models (otherwise you’ II end up starting an animation on model 1 and then recycling that layer for model 2).
+
+
+set_anim_rate
+
+Change the rate of playback for an animation
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use (remote portables ignore layers 2 and 3)
+
+var
+
+yes
+
+
+
+An existing numeric variable to use as the source
+
+factor
+
+no
+
+1
+
+-100 to 100
+
+Applied to the var
+
+min
+
+no
+
+-10
+
+-10 to 10
+
+Allows clamping of the generated rate
+
+max
+
+no
+
+10
+
+-10 to 10
+
+Allows clamping of the generated rate
+
+
+The playback rate is worked out as: var x factor, clamped between min and max
+set_anim_weight
+
+Change the weight of an animation layer
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use (remote portables ignore layers 2 and 3)
+
+var
+
+yes
+
+
+
+An existing numeric variable to use as the source
+
+factor
+
+no
+
+1
+
+-100 to 100
+
+Applied to the var
+
+
+The weight is worked out as: var x factor. The value is always clamped to be between 0 and 1.
+get_anim_time
+
+
+Fetch the current time progress of an animation layer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use
+
+var
+
+yes
+
+
+
+A user variable to hold the result in
+
+set_anim_time
+
+Set the time position for an animation.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use (remote portables ignore layers 2 and 3)
+
+var
+
+yes
+
+
+
+A variable to read the time from
+
+
+stop_anim
+
+Blends out an animation layer
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+layer
+
+no
+
+1
+
+1 to 3
+
+Which animation layer to use
+
+blendout
+
+no
+
+0. 25
+
+0 to 1
+
+An existing numeric variable to use as the source
+
+
+Variables
+
+These commands are for dealing with user variables (these are created via the configuration, xml in a Variables section).
+
+
+set_var
+
+Set the variable to a constant value
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+var
+
+yes
+
+
+
+An existing user variable to change
+
+value
+
+yes
+
+
+
+The numeric constant to set the variable to
+
+
+decrement_var
+
+Decrease a user variable by a fixed amount per second.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+var
+
+yes
+
+
+
+An existing user variable to change
+
+value
+
+yes
+
+
+
+The number to reduce the variable by (over a second)
+
+limit
+
+no
+
+
+
+A bound for the subtraction (variable will not go lower)
+
+
+The variable is reduced every frame by value x GetDeltaTimeO.
+
+increment_var
+
+Increase a user variable by a fixed amount per second
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+var
+
+yes
+
+
+
+An existing user variable to change
+
+value
+
+yes
+
+
+
+The number to increase the variable by (over a second)
+
+limit
+
+no
+
+
+
+A bound for the addition (variable will not go higher)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The variable is increased every frame by value x GetDeltaTimeQ.
+
+
+copy_var
+
+Copy some other variable value (and modify if desired).
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+var
+
+yes
+
+
+
+An existing user variable to change
+
+value
+
+yes
+
+
+
+An existing variable (user or read-only)
+
+factor
+
+no
+
+1
+
+-10K to 10K
+
+mult iply ’value’ by this factor
+
+min
+
+no
+
+-10K
+
+-10K to 10K
+
+a minimum clamp value for our variable
+
+max
+
+no
+
+10K
+
+-10K to 10K
+
+a maximum clamp value for our variable
+
+
+get_register
+
+Copy a repertoire register to a user variable.
+
+
+Attr.
+
+Req.
+
+Def.
+
+Range
+
+Description
+
+var
+
+yes
+
+
+
+An existing user variable to read into
+
+value
+
+yes
+
+
+
+The name of the repertoire register
+
+
+The repertoire register must also be flagged to allow lua read/write from the object editor.
+
+
+Variables
+
+
+There are a number of read-only variables to which you can add several user ones. These variables can be
+well as transition conditions. User variables are added BEFORE the fsm definitions in the xml file, in a
+
+
+used in some commands
+"Variables" block:
+
+
+
+
+
+
+
+
+The above settings will create a user variable called "fuel", which starts with a value of 15. User variables can only hold
+numbers. The player can only add six user variables.
+
+
+Read-Only Variables
+
+
+• speed the player’s current speed in metres per second
+
+• one is always 1.0
+
+• buttonl input from the player (0 for not pressed, 1 on the frame the button is pressed, 2 for button being held)
+
+• ydelta change in the player’s y rotation
+
+• mood - the player’s current mood setting (what the player has set via the emotes menu)
+
+• rig - the player gender, 0 for male, 1 for female
+
+• rigchange - 0 normally, though temporarily more than 0 if the user has exited the wardrobe and changed gender
+
+
+Although it is possible to create a Locomotion object with only a single gender repertoire (eg. just a male
+repertoire or just a female repertoire), it is not advisable. If you have a female repertoire only, the client
+has no way to gracefully let a user whose avatar is male know that the item won’t affect them, or stop them from
+equipping it. The user with a male avatar would equips an item with only female repertoires in them, there is no
+warning that the item won’t affect male avatars, and the item will be successfully equipped but appear to do
+nothing. This is a bad user experience.
+
+
+Registers
+
+Repertoires can have animation registers, these allow for a script to vary them to allow for animation blending for example.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+locomotion portable can set these registers using variables, this is done in the "registers" section in the config.xml (after the
+variables have been defined):
+
+
+
+
+
+
+
+
+The above configuration will update the animation register "direction" every frame, setting its value to match the variable
+"ydelta". It’s up to the repertoire to make sense of the actual values.
+
+
+Limits
+
+Limits have been placed on the number of various elements and the first fsm has different limits to all the others (because the
+first fsm runs on the remote portable):
+
+• fsm - Limited to five ’fsm’ elements
+
+• the first fsm
+
+• states - Limited to 20 elements
+
+• tests - Limit of 3 tests per state
+
+• conditions - Limit of 3 conditions per test
+
+• commands - Limit of 4 commands per OnEntry, Onllpdate and OnExit
+
+• all further fsms
+
+• states - Limited to 20 elements
+
+• tests - Limit of 6 tests per state
+
+• conditions - Limit of 4 conditions per test
+
+• commands - Limit of 8 commands per OnEntry, Onllpdate and OnExit
+
+
+Error Checks
+
+The script attempts to catch as many errors during the parse phase as possible.
+
+Parse Properties
+
+• run_speed must be greater than walk_speed
+Parse model(local/remote)
+
+• model 1 must be defined before model 2
+Parse Fsm
+
+• Limit fsm count
+
+• fsm must contain an "initialise" state
+
+• the fsm must not contain a transition which references a non-existent state
+Parse State
+
+• Limit state count
+
+• State doesn’t contain a transition to itself
+
+• on_entry, on_exit, on_update don’t exceed their limits
+
+• No duplicate states exist in the current fsm
+
+Parse Transition
+
+• Limit transition count
+
+• Limit the condition count
+
+• The condition will be checked too:
+
+• the condition must be of the form "x=y", where:
+
+• x is a known variable (either a user variable or read-only variable)
+
+• ’=’ is = >>,>=,< or <=
+
+• z is number (special cast, can be a string if x=- mood’)
+
+• if x—mood’ then y’ must be from the valid list (Neutral, Happy, Sad, Angry, Confused)
+
+• the condition attribute in the condition element can only be ’and’ or ’or’.
+
+
+Resource Packs
+
+A Resource Pack is a container object for other scripted objects. The scripted objects can load and use any resource attached to
+the resource pack. This component either identifies an object that is a resource pack, or it identifies an object that uses
+resource packs.
+
+You can use a Resource Pack to:
+
+• Create Downloadable Content (DLC).
+
+
+
+• Split the resources for a single object (most likely a game) across several resource packs for reuse and manageability
+purposes.
+
+Use Cases
+
+• DLC: Users receive a standard chess game as a reward when they enter your space. You sell resource packs that change the
+theme of the chess set, for example, a dragon theme where all the pieces are various dragons. Once the user buys the
+Resource Pack they can choose to change the theme of the chess set.
+
+• DLC: A car racing mini-game has allows users to play the first two tracks for free. To gain access to new tracks and new
+cars, they need to buy a Resource Pack.
+
+• Resource Management: You create a dungeon Realtime game. The basic structure of the game (i.e. battle mechanics,
+character stats, inventory management) are scripted into the main object. Each dungeon level is packaged into a Resource
+Pack instead of with the Realtime game object. When the players advance to the next level, the Realtime game unloads the
+previous level’s Resource Pack and then loads the next level’s Resource Pack.
+
+Elements of a Resource Pack
+
+A Resource Pack is useless on its own. It must be used by a master object. To successfully make and use a Resource Pack, you need
+
+the following elements:
+
+
+Element Description
+
+
+Resource
+
+Pack
+
+object
+
+This object contains the Resource Pack component (with is_resource_pack set to True), the header component, and any
+resources that you want the master object to use.
+
+Master
+
+object
+
+This is a scripted object (a mini-game or realtime game) that uses the Resource Pack. It contains the Resource Pack
+component (with is_resource_pack set to False), as wel 1 as all of the other components and resources necessary to make
+the mini-game or realtime game.
+
+Master
+
+object
+
+script
+
+The master object’s Lua script(s) must use the ResourcePack Lua API to load, manage and unload Resource Packs.
+
+
+Resource Pack Properties
+
+
+Properties
+□ Misc
+
+
+is_resourc>e_pBck
+
+
+objects
+
+
+i s_resfOurc3e_padc
+
+
+True
+
+(Collection)
+
+
+
+Property Description
+
+is_resource_pack
+
+A flag indicating if the object is a Resource Pack or uses Resource Packs. If the object is a Resource Pack,
+set to True. If the object uses Resource Packs, set to False.
+
+object
+
+If the object is a Resource Pack, enter the object ID for each object that uses this Resource Pack. If the
+object uses Resource Pack, enter the object ID for each resource pack that it uses.
+
+
+Resource Pack Functions
+
+The following functions were created/updated for Resource Packs:
+
+• The entire ResourcePack Library
+
+• Entity.BlendAnimln
+
+• Entity.ParticleSetEffeet
+
+• Entity.PlayAnim
+
+• Entity.SetCollision
+
+• Entity.SetModel
+
+• Entity.SetSkeleton
+
+• Resource.Find
+
+• Resource.Run
+
+• Texture.Find
+
+
+For more information on each function, see the Lua API Reference.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Creating a Resource Pack
+
+
+You can create a Resource Pack object by using the New Object Wizard, or by creating a new object and adding the Resource Pack
+component.
+
+Creating a Resource Pack Object
+
+To create a Resource Pack object using the New Object Wizard:
+
+1. In the Object Editor, select File > New Object Wizard > Resource Pack. This creates the object with the necessary components.
+
+2. Add resources to the Resource Pack.
+
+3. Select the Resource Pack component in the Object View panel.
+
+4. In the Properties panel, set is_resource_pack to True.
+
+5. In the Resource Pack component, enter the Object ID for the master object that you want to use this Resource Pack. To do
+this:
+
+a. Select objects under the Resource Pack component in the Object View panel:
+
+Unable to render embedded object: File (Resource_Pack_Object_Selection. png) not found.
+
+b. Click the Add a new object button:
+
+Unable to render embedded object: File (ResourcePack_object002. png) not found.
+
+c. Add an ID to the new object:
+
+Unable to render embedded object: File (Resource_Pack_Object_Added. png) not found.
+
+6. Finish making the object as normal (thumbnails, age ratings, etc.), and then package and submit it to the Content
+Delivery System (CDS) .
+
+
+
+Make sure that the Resource Pack object contains no components other than the Resource Pack and Header.
+
+
+Creating a Master Object
+
+1. Create an object as normal.
+
+2. Add the Resource Pack component and select it in the Object View panel. In the Properties panel, set the is_resource_pack
+property to False.
+
+3. In the Resource Pack component, enter the Object ID for each Resource Pack object that the master object wi11 use.
+
+4. In the master object’s script, use the ResourcePack Lua library to load and and manage Resource Pack and their
+resources.
+
+5. Finish making the object as normal (thumbnails, age ratings, etc.), and then package and submit it to the CDS.
+
+
+Adding a Resource Pack to an Existing Master Object
+
+If a master object has already been published to the live environment you can add Resource Pack to it by following steps 2-5
+above.
+
+
+Managing Resource Packs in Script
+
+
+Loading a Resource Pack
+
+1. Call ResourcePack.Load ( ) to load the Resource Pack.
+
+2. Call ResourcePack . GetLoadProgress ( ) and ResourcePack. GetLoadState ( ) to monitor the loading and make sure
+that the Resource Pack loads before you begin using its resources.
+
+If GetLoadState returns RPState. Error, call ResourcePack. DebugGetLoadError ( ) to see what the error is and to
+respond to it. Resource Pack load errors should only occur during development.
+
+Using the Resource Pack resources
+To use the resource pack resources:
+
+1. Call Resource. Find ( string resourceName, ResourcePack pack ) to load a resource from the Resource Pack.
+
+2. Call Resource. Run ( string resourceName, ResourcePack pack ) to run the resource.
+
+To load a texture, call Texture. Find ( string name, ResourcePack pack ) to find a texture in a Resource Pack.
+
+
+Unloading a Resource Pack
+
+To unload a Resource Pack, call ResourcePack.Unload ( ). Make sure all resources are unloaded first.
+
+As with all resources including those contained in the master object directly, the client will not handle removing references to
+resources used by the system when the object is unloaded. It is important that you ensure that no resources from the Resource
+Pack are in use by the game before calling ResourcePack. Unload (), as the client attempts to use the resource after it has
+been unloaded. This means clearing models, animations, textures, particles and so on that are currently in use before unloading
+the Resource Pack that contains them.
+
+Similarly to unload the Resource Pack, cancel any deferred loads of resources contained within a Resource Pack, otherwise the
+deferred loader will continue trying to load the resource. If a Resource Pack is garbage collected then it will automatically
+call ResourcePack.Unload (), so do not allow a Resource Pack to go out of scope if you wish to continue using its resources.
+
+
+Resource Pack Memory Management
+
+Resource Packs consume the memory of the object using them. For example:
+
+• If a mini-game embedded in a Public Space uses resources from a Resource Pack, then those loaded resources consume and
+are bound by the scene’s memory budget.
+
+• If an active item uses resources from a Resource Pack, then the resources consume and are bound by the active item’s
+memory budget.
+
+When a script calls a Resource Pack there is also some memory consumption from the object itself (a normal object load).
+
+
+3 PS Home uses a portion of the PlayStation®3 HDD for its cache. Objects that dynamically load many resources from
+a Resource Pack can quickly consume the cache.
+
+
+Consuming Memory and Loading Resources
+
+When loading a Resource Pack you can choose to load each resource in one of two ways:
+
+• Automatically: The resource loads with the Resource Pack.
+
+• Deferred Loading: You can set the resource to deferred loading. By choosing deferred loading, the resource only consumes
+memory when specifically loaded. Deferred Loading works the same way in Resource Packs as it does with any other scripted
+object. Make sure that you load the Resource Pack before trying to load the resource and that you unload all resources
+before unloaded the Resource Pack.
+
+
+Resource Pack Validation Guidelines
+
+Use the following guidelines to ensure your Resource Pack object meets the validation requirements:
+
+• When you submit a Resource Pack to the Content Delivery System (CDS) for publishing in the live environment, you must
+also repackage its master object and resubmit it to the CDS.
+
+• When you subject a master object to the CDS for publishing in the live environment, you must also repackage all its
+
+Resource Packs and resubmit them to the CDS.
+
+• A Resource Pack can be used by only one master object. A master object can use as many Resource Packs as you want. Bear
+
+in mind testing and CDS implications.
+
+• Each resource that a master object uses from a Resource Pack must meet the validations, limits and TRCs of that master
+object.
+
+
+Embed Objects into Scenes
+
+Embedding a scene object means taking an object from the Object Editor and embedding it in a scene by adding it to the scene and
+selecting "scene object" as a component for that object. The object becomes part of the scene and is stored in the scene’s
+memory. It has its own Object ID, components and resources.
+
+You can embed an object in a scene in the following ways:
+
+• Add a Scene Object component to the object. This component also allows you to define instance parameters, which can then
+be set in the Scene Editor.
+
+• Add a Furniture component to the object. This is the only way to add a furniture object to a public space.
+
+
+You can embed objects with a Furniture component in public spaces only, however you cannot embed Character
+components.
+
+
+After you create an object, you can embed it within a scene (see Adding Objects to a Scene) by dragging the object from the
+Objects section of the Palette panel in the Scene Editor. You set the object you want to embed through the Object ID property of
+
+
+
+the created object.
+
+
+Examples of Embedded Scene Objects
+
+The following examples use embedded objects:
+
+• Mini-games: In the Object Editor, the object has a Mini Game component, a Lua Environment component, and a Scene Object
+component. It is placed in a scene several times with several instance parameters set (see Instance Parameters).
+
+• Realtime Games: In the Object Editor, the object has a RealTime Game component, a Lua Environment component, and a Scene
+Object component. It is placed in a scene several times with several instance parameters set that adjust the difficulty
+of each instance.
+
+• Furniture: In the Object Editor, the object has only a Furniture component. It is placed as an Object node in the scene
+because this is the only way to add Furniture objects to a public space.
+
+• Scripted Animation: In the Object Editor, this object has a Lua Environment component and a Scene Object component. When
+placed in a public space through an Object node, you can choose instance parameters that define which animations are
+played and in what order they are called through the object’s Lua script.
+
+An embedded object retains its full functionality, so if you place a chair it still acts as a chair, and if you place a mini-game
+it still acts as a mini-game.
+
+Why use Embedded Scene Objects?
+
+We recommend that you use embedded objects rather than scene scripts for the following reasons:
+
+• You can reuse the object in other scenes.
+
+• You can easily update content by resubmitting only the embedded object to the Content Delivery System (CDS). Note that
+whenever an embedded object is updated, all scenes that use that embedded object must go through Quality Assurance (QA)
+again.
+
+For objects with their own Lua script resource, embedded objects also enable you to set instance parameters. By setting an
+instance parameter that your script accesses, you can have different behavior between different instances of an object in a
+scene.
+
+Restrictions
+
+• You can embed objects which have either the Scene Object component, or Furniture component.
+
+• You cannot use Character components as embedded objects, not even those with the Scene Object component.
+
+• Embedded furniture objects can be used only in public spaces.
+
+• There is no defined limit to the number of instance parameters you can add to your object. However, instance parameters
+consume memory, so you are constrained by object memory limits.
+
+• To set instance parameter values in the Scene Editor, you must have the object with the Scene Object component on your
+machine.
+
+• If you move a scene to another machine or a directory that has furniture objects embedded in it, you can still package
+the scene without the objects on your machine. However, in this case you must supply the Furniture objects to the CDS
+when submitting the scene for publishing to the live client.
+
+
+Embedding Actives
+
+If an object with an Active Item component is embedded in a scene, it loses:
+
+• Safe Volume: The object no longer has a safe volume.
+
+• Save Data: The object loses access to Save Data.
+
+• Targeting: The object loses all targeting associated with it (as do all objects that are embedded).
+
+
+9 We do not recommend embedding objects with an Active Item component because the active loses the features and
+functionality that define it as active.
+
+
+Tips
+
+
+• You can specify that objects download with a scene when a user downloads the scene, rather than downloading by default
+when the user enters the scene. See Downloading Objects with Scenes.
+
+• Design an active item’s script to handle returns. Certain returns do not always function the same way for embedded
+objects. For example, System.videoSystemLock () does not lock the video system if a scene script or embedded object
+is using it, and thus will never return True. Active items that play video screens can play video only when this
+function returns True, so an embedded active item with a video screen will never play video.
+
+
+See also:
+
+
+
+• Defining Instance Parameters
+
+• Adding Objects to a Scene
+
+• Working With Objects in a Scene
+
+
+Creating a Scene Object
+
+
+Using the Object Editor
+
+When you submit a scene with Scene objects to be published in the live client, the Scene objects must also pass QA. This means
+that the objects must fulfill all the requirements for objects (such as thumbnails, localization, age rating information, memory
+Iimits).
+
+To create a Scene object:
+
+1. In the Object Editor, navigate to the required object.
+
+2. Select Object > Add New Component. The Add Component dialog opens.
+
+3. Select Scene Object and click Add.
+
+The Scene Object component is added to the Components list, as shown in the following example.
+
+
+Object View
+
+
+
+- | Components
+
++ Header
+
++ Furniture
+
+j Entity
+
++ j Game Spawner
+
+
+S
+
+±)
+
+
+ED- | j Scene Object!
+
+
+| Resources
+| Localisation
+Metad ata
+
+
+4. When you select the Scene Object component the Properties panel displays its additional properties. See Scene Object
+Component.
+
+
+You can add a number of additional properties to each embedded object, to define the instance parameters available in the
+Scene Editor.
+
+
+Furniture Objects
+
+When you export a piece of furniture from Maya, you can immediately embed it in a scene without making any updates or changes
+through the Object Editor.
+
+Using Lua Script
+
+This section applies only to objects with a Scene Object component.
+
+In terms of instance parameters, the script queries the value of a parameter, and then performs an action depending on the value
+returned. In your script, you must:
+
+• Define each of your instance parameters.
+
+• Specify an action for each value of each parameter. For example, if it is a boolean parameter, you must have one action
+for True and another action for False.
+
+The following Lua API function is crucial to instance parameters: object. GetinstanceParameter (). This function queries a
+parameter value.
+
+In the Object Instance Example, the script queries the enum_parameter named ’ enumparam’. enumparam has four possible
+values: e , n, u, m, which you can select in the Scene Editor. It loads a different .mdl file depending on what value is returned
+
+(e, n, u or m) :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+enumParam
+
+
+"enumparam" )
+
+
+enumModelLi
+
+
+object:GetInstanceParameter(
+st = { e = "E",
+
+
+n = "N",
+
+
+u
+
+
+"U",
+
+
+m = "M",
+
+}
+
+
+enumEnt = Entity.Create()
+
+enumEnt: SetModel( enumModelList\[enumParam\] )
+
+
+Using the Scene Editor
+
+
+To add an object to a scene:
+
+
+1. In Scene Editor, open the .scproj file for your public space.
+
+2. In the Palette panel, drag the required object from the Objects section to either the Game Objects folder in the Project
+panel, or directly into your scene:
+
+
+
+Project
+
+
+
+With the Object selected in the Project panel or in the Design View, go to the Properties panel, click
+and select the object you require:
+
+
+
+3.
+
+
+next to Object ID
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Properties panel updates with the object’s Display Model, Object ID, and Object Name properties. You set these properties
+when you edited the object in the Object Editor. If your object has a Scene Object component, its properties are also
+displayed.
+
+4. You can choose the following instance parameters in the Scene Editor:
+
+a. Deselect the booleanparam option to set the value to False. Select the booleanparam option to set the value to True
+
+b. Select the value you require from the enumparam drop-down list.
+
+c. In the Object Editor, you set the default value as well as the range of possible values. Enter a number that is
+
+within the range that you defined in the Object Editor and in your script in the numericparam field.
+
+d. Enter one of the values that you defined in your script for the string parameter in the stringparam field.
+
+5. Repeat this step for all the scene objects that you want to use.
+
+6. To see how the object instance parameters work in a scene, download the Object Instance Example and use it with at least
+
+two Object nodes.
+
+
+Defining Instance Parameters
+
+Instance Parameters are starting values or properties that you can choose for your object. The starting values or properties
+correspond to values and properties that you define within the object’s Lua script. They allow you to have several instances of
+the same object in a scene, each with unique starting values or properties. For example, you can have several instances of the
+same object with an instance parameter named enumparam. Each instance could have possible values of e, n, u, m, with a default
+value of e. A different model file loads, depending on what value you choose for enumparam when you place this object as an
+embedded object in the Scene Editor.
+
+
+$ Instance parameters are only available in Public Spaces.
+
+
+For example, you can set one instance of the object to e, loading the e.mdi:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+You can set another instance of the same object in the same scene to n, loading the n.mdl file.
+
+
+
+Both instances of the same object are in the same space simultaneously.
+
+
+
+
+The following object is set to e on the left and n on the right:
+
+
+
+
+Instance parameters are useful only for objects with a Lua Environment component.
+
+
+If you do not use a Scene Object component, the only way to achieve multiple instances of an object is to create a new object
+that is nearly identical, then change the parameters through the script and Object Editor, before placing the new, nearly
+identical object in the scene.
+
+In Lua, you can use a workaround where you name a Mini-game Trigger radius and reference the name in the object’s Lua script.
+This is not best practice because the Scene Editor has no validations to check against name mismatches. With Object nodes there
+are validations to ensure that the parameter values and names given in the Scene Object component match those set in the Scene
+Editor.
+
+
+
+
+
+
+
+© You can download a sample object called Object Instance that demonstrates what you can do with instance
+parameters and the Scene Object component from https://home.scedev.net/projects/samples.
+
+
+Adding an Instance Parameter
+
+
+To add an instance parameter to a Scene Object:
+
+1. In the Object View panel, select the parameter type for the Scene Object, for example, enum_parameter, and then click Add
+a new parameter in the toolbar.
+
+A new node is displayed under the selected parameter.
+
+
+Object View
+
+
+
+i+
+i+
+
+
+El
+
+
+E
+
+E
+
+
+Components
+
+Header
+
+Furniture
+
+j Lua Environment
+j Active Item
+j Scene Object
+
+string_para meters
+boolea n_pa ra meters
+n u meric_pa ra meters
+j enum_para meters
+
+1 .HEes"
+
+Resources
+Localisation
+Metad ata
+
+
+ira meter
+
+
+
+2. You can set the values and name of this new parameter in the Properties panel
+
+
+Properties
+
+
+
+□ Misc
+
+
+defad Lvalue
+
+
+name
+
+
+values
+
+
+
+defay H_value
+
+The parameter's default value
+
+
+3. Enter the default value of the instance parameter in the default_value field.
+
+4. Enter the name of the instance parameter that you call in the script in the name field. The name must be in lowercase.
+
+5. Enter the other values that the enum_para meter can be set to in the values field (enum_parameter only).
+
+6. Enter the maximum value to which the parameter can be set in your script in the max_value field (numeric_parameter only)
+
+7. Enter the minimum value to which the parameter can be set in your script in the min_value field (numeric_parameter only).
+
+
+Objects with Instance Parameters
+
+
+Setting Parameters
+
+Enum_Parameter is the only parameter for which you need to define all possible values in the Object Editor. For all other
+parameters, you enter only the name of the parameter and its default value in the Object Editor.
+
+
+To set an instance parameter:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+1. Add the instance parameter.
+
+2. In the Properties panel, enter the name of the parameter (using the name of the parameter from your script) and enter each
+of its values:
+
+
+
+3. Repeat this step for as many parameters as you have defined in your script, then save your object.
+
+There is no limit to the number of parameters you can have on your object, only memory limitations.
+
+
+Before you add an object in the Scene Editor, make sure that the object is successfully packaged and passes
+validation. All objects must be successfully packaged before submitting to the Content Delivery System (CDS) for
+publishing. For more information on object requirements and limits, see HDK Tools Validations.
+
+
+Modified and Invalid Instance Parameters
+Assume you do the following:
+
+1. In the Object Editor, create an object with a Scene Object component with instance parameters.
+
+2. Add the object to a Public Scene in the Scene Editor and set the instance parameters for that object.
+
+3. Return to the Object Editor, and change the instance parameters.
+
+After re-opening the scene, you might receive the following warning message:
+
+
+
+You receive this warning when you remove instance parameter values in the Scene Object component (Object Editor) that were used
+in the Object node in your scene.
+
+You also receive this warning if you delete an instance parameter altogether.
+
+For example, with the Instance Object Example:
+
+1. Two Object nodes in a scene reference the same object. This object has one enum parameter. One of the Object nodes sets
+this parameter to e and the other sets it to n.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+2. The object is re-opened in the Object Editor and the enum parameter’s Iist of valid values is changed from e, n, u, m to u,
+m.
+
+3. When the scene is re-opened in the Scene Editor you receive the warning messages saying that the instance parameter
+values have been modified.
+
+
+Solutions
+
+The warning message indicates that the instance parameter values you chose in the Scene Editor no longer correspond with the
+values listed in the Object Editor. You can resolve the issues in several ways:
+
+• Click Proceed in the Update Scene Objects dialog. This action resets the invalid parameter value to the default value. If
+the instance parameter has been completely deleted, the parameter and its value is removed from the Object node.
+
+• If you do not want to use the default values, update the Object node manually.
+
+
+Furniture and Decorations
+
+Picture Frames and Wall Decorations
+
+Picture Frames are a type of furniture item placed on the walls of Personal Spaces (wherever picture hooks have been placed).
+They can display JPG and PNG images taken from the PS3 hard drive, or from a library of stock images.
+
+
+© You can have any kind of wall decoration - not just picture frames.
+
+For example: a moose head, lacrosse sticks, clocks.
+
+The wall decorations are still created and exported as picture frames, but just do not have the components to
+display and swap images.
+
+
+There are two types of picture frames:
+
+• Static Picture Frames: These are wall decorations that do not have the ability to display a picture from the user’s
+PlayStation®3 HDD.
+
+• Dynamic Picture Frames: These are picture frames that allow users to display pictures from their PlayStation®3 HDD.
+Picture Frames work like any other piece of furniture and therefore they can be acquired:
+
+• As part of a core update
+
+• From the PlayStation®Store (for free or paid for)
+
+• As a redeemed Home Reward
+
+
+O Picture Frames are only available in America (SCEA), Japan (SCEJ) and Asia (SCE Asia). American users (SCEA),
+Japanese users (SCEJ), and Asian users (SCE Asia) can view each other’s images that are placed within their
+Picture Frames. European users (SCEE) are not able to see any of them. European users (SCEE) are able to see
+picture frames that do not allow users to upload pictures.
+
+
+Be aware of the following issues regarding the use of Picture Frames:
+
+
+9 The system software generates thumbnails automatically whenever the user manipulates an image file on the XMB™.
+However, thumbnails are not generated while a game is running. This means that when the user acquires new images
+on their PlayStation®3 HDD while using PS Home (for example by capturing screenshots within PS Home), thumbnails
+will not be created for those images. Consequently, the user will not see the thumbnail preview for those images
+and will have difficulty putting them in Picture Frames.
+
+
+The network can get overloaded or the speed may drop significantly if the network connection speed is slow, the
+image file size is large, or if there are a number of viewers looking at the picture in the owner’s Personal
+Space. Keep in mind images are sent in an uncompressed state from the owner’s PlayStation®3 HDD to each one of
+the viewers.
+
+
+Users will have difficulty targeting Picture Frames if the Picture Frame is placed a great distance off the
+floor.
+
+
+
+
+Picture Frames
+
+
+You access picture frames and wall decorations from the Picture Frames category of the furniture placement system.
+
+
+Format, Size and Flagging of Content
+
+Dynamic Picture frames can display JPG and PNG image formats.
+
+
+Progressive JPGs and interlaced PNGs require much more memory, and usually result in an error message. Use only
+small progressive JPGs and interlaced PNGs, or avoid these file types altogether.
+
+
+
+9 Every user is responsible for the images they choose. Other users cannot change other people’s images, but other
+users can flag them.
+
+
+Placing Picture Frames on Hooks
+
+Users place picture frames on picture hooks. Users cannot add, delete or move picture hooks, so if you want to support picture
+frames in a space, you must add picture hooks to the scene, using the Scene Editor. You can add any number of picture hooks in a
+space, but you should have at least 3 hooks.
+
+If a user selects a picture frame from the furniture menu, the picture frame is automatically attached to the first available
+picture hook. The user can then move the picture frame to a different picture hook. If all picture hooks are occupied the user is
+prompted to remove an existing Picture Frame before being able to place another. For more information, see Adding Picture Hooks.
+
+You remove Picture Frames from a Personal Space like any other piece of furniture.
+
+
+Interacting with Picture Frames
+
+The interaction with Picture Frames is like the interaction with a piece of furniture.
+
+
+Menu Options
+
+
+The different options are shown in the Action menu. However there are slight differences depending on the type of user.
+Standard Features /Viewer Features
+
+
+
+
+
+
+
+• Zoom: Takes the user into zoomed viewing mode in exactly the same way as for a normal poster or video screen.
+
+• About: Displays the Picture Frame’s name and its thumbnail.
+
+
+Owner Features
+
+
+
+• Browse Pictures : Browses for the images available and changes the picture in the frame.
+
+• Edit Picture: Edits the options of the picture in the frame.
+
+• Move: Opens the move furniture dialogue for the frame.
+
+• Remove: Removes the frame from the wall.
+
+• About: Displays the Picture Frame’s name and thumbnail.
+
+
+Dynamic Picture Frames
+
+There are two types of picture sources:
+
+• Standard pictures provided by PS Home:
+
+• Stock of default images included with the frame.
+
+• Packs of pictures provided free of charge (such as freely available masterpieces, images from new artists,
+advertising).
+
+• Purchased images (such as game posters, custom artwork).
+
+• Custom pictures provided by the user:
+
+• From the PIayStation®3 hard drive.
+
+
+Editing Pictures
+
+
+After the user has selected the image for the picture frame, there are three basic options for how the picture is sized into it:
+
+• Fit proportionally (default): This keeps the image in its original aspect ratio and fit it into the frame, placing white bars
+above and below or to the sides as needed
+
+• Fill proportionally: This keeps the image in its original aspect ratio and fit it into the frame, cropping above and below or
+to the sides as needed
+
+• Fill: This stretches or squashes the image as needed to fill the chosen frame
+
+
+Viewing and Visibility
+
+When they are first placed, Picture frames display the default texture. The owner of the space can choose picture frames and load
+images in them. The owner can change images in pictures frames at any time. They select them from their PlayStation®3 HDD, or
+from stock photos in the Default Images folder, if the PS Home for user’s region provides them.
+
+When an image is loading into a picture frame, the owner and everyone else in the space who can see the image sees this loading
+image:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+When the owner removes an existing image, the frame reverts to the default image.
+
+If an image fails to load, the frame displays the following image with an indication of the possible error:
+
+
+
+A user viewing the picture frame might not see the loaded image because of age restrictions or parental control levels. If a user
+is not permitted to view a certain image, they see the default image instead of the intended image.
+
+
+Users outside of SCEA and SCEJ regions see only the original texture only.
+
+
+Creating Picture Frames in Maya
+
+To create a simple picture frame in Maya:
+
+1. Select File > New Home Furniture Item.
+
+2. In the New Home Furniture Item dialog, enter a name for the new furniture object and click OK:
+
+
+
+3. To create a simple cube-shaped picture frame, select Create > Polygon Primitives Cube.
+
+
+You can make your picture frame in whatever shape you want, as long as it does not exceed the dimension
+limits. See HDK Tools Validations.
+
+
+Picture Frames are placed on picture hooks in users’ personal apartments. Any part of the picture frame
+that is not in the positive Z-axis may not be visible since it may be rendered behind the picture hook
+and thus behind the wall.
+
+
+Dynamic picture frames only: If you are making a dynamic picture frame, select Create > Polygon Primitives > Plane to add a plane.
+This is the geometry on which the user’s picture will go. This sample aligns the plane with the front of the picture
+frame, which is on the positive side of the depth-axis.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+This must be in the positive Z-axis; otherwise the ’screen’ may not appear in the live environment
+
+
+Specify the picture frame dimensions. The required maximum dimensions for picture frames is 2 m (X axis) x 2
+0. 3 m (Z axis - for example, protrusion).
+
+
+5. You can now set up geometry and collision. Display the Persp/OutIiner View by clicking
+
+6. Dupl icate the picture frame shape and drag one to Geometry and the other one to Collision.
+
+7. Drag the plane shape to Geometry:
+
+
+■ r
+
+■ —
+
+■■■■■
+
+
+L
+
+
+m (Y axis) x
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Display Show Panels
+
+
+
+softModl Handle
+defaultLightSet
+defaultO bjectS et
+
+
+8. You can now apply ATG Shaders. Display the Hypershade/Persp View by clicking
+
+9. Select the ATG material to be applied to the picture frame and click to open the Attribute Editor.
+
+10. In the ATG Material tab, select the material type required from the Select drop-down list (in this example, the default
+
+material is selected):
+
+| ^ Select |
+
+
+
+default
+
+missive
+
+glf£
+
+(I ter
+
+preitjfctfl Jt
+preit_glas5
+din
+water
+
+
+
+11 .
+
+
+Display the Persp/OutIiner View by clicking
+
+
+
+and select the picture frame (in this example,
+
+
+pCubel and pCube2)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+12 .
+
+
+Bao-
+
+
+Display the Hypershade/Persp View by clicking
+Selection from the pop-up menu displayed:
+
+
+right-click over the desired ATG material and select Assign Material to
+
+
+
+ATGTCaterBJl...
+
+
+rranw- uopit: i.'ilth hlstEriz
+
+RjemGW Mater dJ Qro i Lin From t
+
+sHertirp.: '■bdm
+SSlEIt Output MXkS
+Herzme
+
+ClddLeO&'lLDl*^ h (mi SdltlLli; J
+ftjemff-Te x "om ■□nfcans"
+
+K-l-i i>'! "AT.hVilpriri '
+
+
+13. Dynamic Frames Only: Dynamic Frames allow users to load pictures from their PlayStation®3 HDD. The picture is loaded onto a
+texture that you identify as the texture for the picture to replace.
+
+In Maya, you assign as placeholder texture to the geometry shape on which you want to users to place pictures.
+
+In the Object Editor, you identify the placeholder texture in the properties of the Furniture component. See Exporting
+Picture Frames.
+
+To Assign a Placeholder Texture:
+
+a. Create another ATG Material, and select default type.
+
+b. In Material Parameters > Colour Map, choose a placeholder texture. This example uses the Placeholder^, dds texture in
+
+\artsouce\Generic_Shared_Textures:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ATGMateiiel: ATGMeterie13
+
+
+•0
+
+Focus |
+
+&
+
+Pi$ sets |
+
+
+▼ default
+
+
+
+
+*Mo tiesorbUon*
+
+
+v Refresh
+
+
+[ ^ Select
+
+
+SO ?
+
+
+Render State
+
+Lighting
+
+EsfreAttribs
+
+Status
+
+
+IN Tex Coord
+
+ITT
+
+
+
+Colour Map
+
+
+m
+
+
+
+z
+
+
+e
+
+
+generic_sharedJe>:lures\P1aceholdeJ„c.dds
+
+9
+
+
+
+c. After you have applied the textures, press the 6 key to see the changes.
+
+
+
+Your picture frame is now ready to export. See Exporting Picture Frames:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+For more information on creating furniture, see Furniture and Decorations and Maya.
+
+Exporting Picture Frames
+
+This section applies to any type of picture frame made in Maya.
+
+To export picture frames:
+
+
+1. Select Home > Export Wizard or click
+The Export Wizard dialog is displayed
+
+
+
+r Export: Wizard
+Presets
+
+
+(3
+
+
+Ptufile:
+
+Description:
+
+
+Description:
+
+
+Options:
+
+
+Furniture
+
+
+Export furniture geometry and collision
+
+
+
+
+riesci.
+
+L-USLUMI
+
+
+
+Export Geometry
+5 Export Collision
+[71 Update Object Catalogue
+[71 Post Export Validation
+
+
+
+2. Select Furniture from the Profile drop-down list.
+
+3. Ensure all of the export option boxes are checked.
+
+4. Click Export. The Furniture Object Editor dialog is displayed:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+5. Enter the name you want to use when exporting your object in the field displayed.
+
+6. Click the pencil icon. The Edit dialog displays the parameters that need to be set for the object metadata:
+
+
+
+7. Select Picture Frame from the Category drop-down list.
+
+8. Select Picture Frame from the Appliance drop-down list.
+
+9. Click Edit next to Thumbnails to select the thumbnail images of the item in the Thumbnail Editor dialog:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+For more information on selecting thumbnail images, see Editing the Thumbnails.
+
+10. To export the Picture Frame object, click Commit All Changes in the Furniture Object Editor dialog. At this point, Static
+Picture Frames are now complete. You need only complete the steps required for all objects (age rating, profiling, etc.).
+
+11. For Dynamic Picture Frames only: complete these steps:
+
+a. Open the Object Editor.
+
+b. Select the object just created.
+
+c. In the Object View panel, select the Furniture component.
+
+d. In the Properties panel, click the button next to the texture_to_replace field and browse to and select to the texture
+to be replaced. In this example, \generic_shared_textures\placeholder_c. dds was used:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Properties
+□ Misc
+
+
+a I ways_alllcw_reta rqeti ng
+appliance
+camera_dist3nce
+ca mera_fcc us_offset
+collision
+
+
+False
+
+Picture Frame
+0
+
+0 , 0,0
+
+collision
+
+
+model
+
+seats
+
+
+textu re_to_repl ace
+
+
+model
+
+■[Collection)
+
+,,, .generic_sharedJextures’ ,! filaceholder_c.dds
+
+
+
+Your Dynamic Picture Frame is now complete. You need only complete the steps required for all objects (age rating,
+profiIing, etc.).
+
+Adding Picture Hooks
+
+Picture Hooks allow users to place picture frames (static and dynamic) on walls in personal spaces, so that they can then hang
+pictures on the walls. You add picture hooks to the personal space using the Scene Editor. You don’t need an asset file to add
+them to a scene.
+
+You should add at least three picture hooks to your scene so that users can use their picture frames as they acquire them.
+
+For more information on picture frames, see Picture Frames and Wall Decorations.
+
+To add a picture hook:
+
+1. Open the scene in the Scene Editor.
+
+2. Drag the Picture Hook object from the Palette panel to either the Project panel, or directly onto the scene.
+
+3. Position the Picture Hook object against a flat wall:
+
+
+Game Elements
+
+
+Default Furniture Point
+
+■ Seat
+
+. Seat Area
+
+['.J Picture Hook ^
+
+,.J Spawn Point *'■ ^
+
+Level Tools
+
+
+Objects
+
+¥
+
+Particles
+
+¥
+
+Screens
+
+
+Scripts
+
+¥
+
+Sound
+
+¥
+
+Triggers
+
+
+Project
+
+¥ x
+
+
+j Game
+□ r {J] Game Objects
+E]( ' j Collision File
+El (Jj Environment Map
+EK Light Probe File
+Eltjg] Model
+
+Picture Hook
+Spawn Point
+
+
+-
+
+
+
+Picture frames are not designed to be placed on curved surfaces, so avoid placing picture hooks on curved walls.
+
+Picture frames can be placed on picture hooks and rotated to any angle. Leave enough room around the edges for this to
+work.
+
+Placing a hook very high up makes the hook and picture frame difficult to target. Test picture hooks in scenes before
+publishing them in the live environment.
+
+See also Designing a Home Space.
+
+
+Picture Frame Commerce and Regional Restrictions
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The following restrictions apply to Picture Frames:
+
+• Dynamic Picture Frames are only available in the SCEJ, SCEA and SCEAsia regions. They are not available in the SCEE
+region.
+
+• Static Picture Frames are available in all regions.
+
+• Picture Frames can only be purchased within the region they are available. For example, Picture Frames within SCEJ region
+can only be purchased in SCEJ, but not in SCEA, SCAsia, or SCEE regions.
+
+• Pictures Frames acquired in one region cannot be sold in a different region.
+
+• Picture Frames acquired in one region are visible in any other region where Picture Frames are available:
+
+• SCEJ users can see SCEA Picture Frames and vice versa
+
+• SCEE users will only see the default texture (texture_to_replace) in Dynamic Picture Frames.
+
+• SCEE users can see Static Picture Frames.
+
+
+Creating a Seat
+
+To make a piece of furniture that avatars can sit on, you must set up your furniture item as a Seat object.
+
+
+Adding Seats in Personal Spaces and Clubhouses
+
+
+To add seats to your personal space or clubhouse, you cannot just import furniture as a user would if they were in the space. You
+must first design the geometry and collision of the seat in Maya. Using the Scene Editor, you then add the Seat Area and Seat
+objects from the Palette panel to turn that area of geometry into a seat.
+
+
+a You can use this process for public spaces as well. With public spaces, you can also use Scene objects from the
+Object Editor to decorate your space. For more information, see [Embedded Objects],
+
+
+To add a seat:
+
+
+1. In the Scene Editor, drag the Seat Area object from the Palette panel into the Project panel, or directly onto the scene:
+
+
+Palette
+
+
+
+Project
+
+
+
+|_] Game
+
+□ \[_J Game Objects
+EEK ' j Collision Foie
+EEK ' j Environment Map
+EH. Light Probe File
+0[; J Model
+
+Spawn Point
+
+
+
+2 .
+
+
+Position the Seat Area on the scene to where you would like users to be able to sit down.
+
+
+
+
+
+
+
+
+
+
+
+
+i In Maya, the Y Positive axis is the front. When using pivot rotation to align furniture with seating
+
+locators, keep in mind that the seat’s front positive may not be the furniture’s front positive after pivot
+rotation. Make sure that you rotate the seat locators only on the y-axis. If you rotate them on other axes,
+the position locator in Maya will not match the position of the locator in PS Home. Model all furniture
+pieces so that world 0 is the floor level:
+
+
+Collision and Graphics
+
+¥
+
+Game Elements
+
+¥
+
+Level Tools
+
+¥
+
+Objects
+
+¥
+
+Particles
+
+¥
+
+Screens
+
+¥
+
+Scripts
+
+¥
+
+Sound
+
+¥
+
+Triggers
+
+¥
+
+Project
+
+¥ X
+
+|^j Game J0 t
+
+E T-l Game Objects
+
+
+EL;.I Collision File
+E r... Environment Map
+E l./.J Light Probe File
+S f J Model
+
+Spawn Point
+
+
+
+3. Drag the Seat element from the Palette panel onto the Seat Area element in the Project panel:
+
+
+Palette
+
+
+
+Project
+
+E| Game
+
+□ O Game Objects
+
+
+EK'.J Collision File
+EH'.'.J Environment Map
+EEK Light Probe File
+
+
+
+
+
+O
+
+
+The Seat appears in the Seat Area, and your seat is now created in the space.
+
+
+Seat Locators
+
+Select a Character Seat Locator of the appropriate height from the Furniture Tool Shelf in Maya (Home_Furn). You can choose from
+the following:
+
+• Low: reclining seat height (0.35 m)
+
+• Medium: standard seat height (0.5 m)
+
+• High: bar stool style seat height (0.7 m)
+
+The seat heights are not exact measurements, so place your Character Seat Locators in Maya before modeling your seat. You can
+then build the geometry as far as possible to fit the avatar pose.
+
+For more information and illustrations of seat heights, see Dimensions.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Positioning Seat Locators
+
+You can reposition seat locators (named HomeSeat) wherever you want. The position information is automatically included when you
+export your model:
+
+
+
+Multiple Seat Locators
+
+
+Furniture items can have up to three seats. For furniture that seats more than one, just add more Character Seat Locators:
+
+
+
+
+
+
+
+
+
+The tools (Maya, Scene Editor and Object Editor) automatically validate the number of locators and generate an error if you
+exceed the maximum number allowed.
+
+
+Reclining Seats
+
+When creating your seating locator, you can use the Recline parameter so that the avatar can lean back into a relaxed position
+(for example on a recliner sofa).
+
+To set the Recline parameter:
+
+1 . Se I ect a HomeSeat.
+
+2. In the Attribute Editor, select Extra Attributes.
+
+3. 0 (no recline) is selected in the Home Seat Recline drop-down list by default:
+
+
+T Extra Attributes
+
+
+V" Home Seating
+
+Home Seat Recline
+
+0 ▼
+
+Home Seat Height
+
+0,350
+
+To set up a reclining seat,
+
+select 1 from the Home Seat Recline drop-down list.
+
+
+Selecting Default Shaders for Furniture
+
+The ATG Shaders used in designing Home content are not present until the Home HDK has been installed.
+To select the default shaders for furniture in Maya:
+
+1. Open the Hypershade dialog and select ATGMaterial from the Materials list:
+
+
+
+
+
+
+
+
+Create Bins
+
+t Create Maya Nodes
+
+
+T Surface
+
+A
+
+ATG Material
+
+
+Anisotropic
+
+
+6 linn
+
+=
+
+Lambert
+
+
+
+2. Open the Attribute Editor and select the default material type from the Select drop-down list:
+
+
+I w Select |
+
+■rr-.M Category >
+
+dcfwlt
+
+en-iE&ivie
+qlii
+(j har
+
+preitjjtfadt
+
+preitjglass
+
+ddn
+
+rtflttr
+
+
+The ATG Shader is automatically configured with three mapping nodes as follows:
+
+
+Colour Map
+
+
+
+□EM
+
+
+Normal Map
+
+
+
+
+z
+
+
+Specular Map
+
+\A rt s ourc e V3e ne ric hare d_T e x toe s \P lac e ho lie r_s. deb
+
+
+
+
+
+
+a
+
+
+\A rt s ourc e ''.Ge ne nc _S hare d_T e x toe s \p lac e ho lde r_gre y_c. dds j
+
+
+0
+
+
+\A rt s ourc e V Se ne ric _S har e d_T e x to e 5 \P lac e ho lie r_n. deb
+
+1
+
+
+m
+
+
+0
+
+
+m
+
+
+Each map channel has a default placeholder texture. You can replace any of these textures with your own texture maps,
+leaving the placeholders in any unused channels.
+
+
+Menu Categories for Furniture
+
+The furniture menu in the client has specific categories where furniture and decorations are listed by type:
+
+• Appliances
+
+• Chairs
+
+• Cubes
+
+• Flooring
+
+• Footstools
+
+• Lights (candles, desk lights, standard lamps, etc.)
+
+• Ornaments
+
+• Picture frames / Wall hangings
+
+• Sofas
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Storage
+
+Tables
+
+
+The category a furniture item appears in depends on what is set in the metadata description of the object.
+
+
+Validating and Exporting Furniture
+
+To export a furniture item:
+
+
+1 .
+
+
+Launch the Export Wizard from the Home drop-down menu or by clicking
+
+
+
+© The Quick Export option (also available from the Home Tool shelf or the Home menu) exports the scene using
+the last settings used.
+
+
+The Export Wizard dialog is displayed:
+
+
+
+2. Select the Furniture export profile from the Profile drop-down list.
+
+When you export, the project’s data is exported to an intermediate folder, which is automatically created with the same
+name as the Maya file when the first export takes place. This folder contains a number of files required by PS Home to
+build the final environment and an export log file that contains useful data about the export.
+
+
+3. Select the export quality from the Preset drop-down list.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The Default preset is currently the only option available for furniture.
+
+
+4. For custom presets, check or uncheck the export option boxes, as required:
+
+Options: J Export Geometry
+
+171 Export Collision
+
+[71 Update Object Catalogue
+
+[71 Post Export Validation
+
+
+All the boxes are checked by default and on most occasions can be left. However, if for example, you are working on just
+your collision geometry, you can uncheck all the boxes except Export Collision. This saves the exporter having to re-export
+the geometry.
+
+If the Post Export Validation box is checked, the Export Wizard validates your content to make sure it is compliant with
+PS Home requirements. For more information on what is validated, see HDK Tools Validations. Only uncheck this box if you
+are sure that you will not be packaging the content for submission to PS Home (for example, if you are just testing the
+export to Scene Editor or Object Editor).
+
+5. Click Export to start the export of the data.
+
+6. During export, the Furniture Object Editor loads the object catalog. You can use this tool to add object data to your
+exported object, so that it is already recorded in your object when you open it in the Object Editor later. This can be
+useful, as you can add names, descriptions and thumbnail images that make it easier to identify the object in the object
+catalog:
+
+
+
+To edit the object data, click the pencil icon:
+
+
+
+The Edit dialog is displayed:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Edit each field to your requirements:
+
+a. Enter the name of the creator of the item in the Author field. This attribute does not appear in PS Home and is
+only for your own reference.
+
+b. Enter the version number of the item in the Version field. This attribute does not appear in PS Home and is only
+for your own reference. We recommend versioning as follows:
+
+• First version of the furniture: 1.0.0
+
+• Any update during QA: +0. 0. 1
+
+• Resubmission (for whatever reason): +0. 1
+
+c. Enter the name of the company for whom the item has been created in the Company field. This item does appear in
+PS Home.
+
+d. Click Edit next to Thumbnails to select the thumbnail images of the item in the Thumbnail Editor dialog:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Thumbnail Editor
+
+
+Small Thumbnail
+
+
+128x12-3
+
+
+The thumbnail displayed in the on-screen
+display when lists of objects are shown, e.g.
+when purchasing an object.
+
+
+Browse
+
+
+Large Thumbnail
+
+32flx176
+
+A larger image of the object.
+
+
+Browse
+
+
+Publisher Thumbnail
+
+
+123x123
+
+
+The logo of the publisher that created the
+object.
+
+
+Browse
+
+
+Apply to one language only
+
+
+en-GB
+
+
+Cancel
+
+
+OK
+
+
+For more information on selecting thumbnail images, see Editing the Thumbnails.
+
+e. Select the category in which the item will appear in when the user is adding new furniture in PS Home from the
+Category drop-down list.
+
+f. Select any special functionality that the furniture might have from the Appliance drop-down list. You should select
+Plain Object for all furniture items, except for Seats and Picture Frames as these items have special behaviors.
+
+
+At the end of the export process, the Export Log dialog displays the results of the export and lists any errors
+
+
+©
+
+
+warnings
+
+
+
+f
+
+
+and comments
+
+
+
+, for example:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+N Export Log
+i - Filter
+
+
+a
+
+
+Errors (1)
+
+Warnings [57]
+
+Comments (14)
+
+
+
+Options
+
+
+Find Log
+
+
+m
+
+testlog |
+
+
+
+Message
+
+A-
+
+"S
+
+\
+
+WARNING: Semi-prelit mesh detected: ceilingJghtsShape. Semi-prelit meshes a...
+
+
+
+
+\
+
+WARNING: mesh railing_eft_stairsShape covers 2 .1 % of the Ikfrtmap texture
+
+
+£
+
+
+\
+
+WARNING: mesh left_doorShape covers 14.0% of the lightmap texture
+
+
+
+
+\
+
+WARNING: mesh right_doorShape covers 14.0% of the lightmap texture
+
+
+
+
+\
+
+WARNING: mesh skylightShape covers 11 6*4 of the ightmap texture
+
+
+
+
+\
+
+WARNING: mesh skylightwindowShape covers 2C .2% of the ightmap texture
+
+
+
+■a
+
+\
+
+WARNING: mesh railing_righft_stairsShape covers 3.6%= of the lightmap texture
+
+
+
+V
+
+\
+
+WARNING: mesh ceiling JightsShape covers 11 .4% of the ghtmap texture
+
+
+
+"s m
+
+\
+
+WARNING: mesh windowJramesShape covers 17.3% of the lightmap texture
+
+
+
+iii
+
+\
+
+WARNING: mesh left_rear_sheffShape covers 43.6% of the lightmap texture
+
+
+
+—
+
+\
+
+WARNING: mesh right_rear_shelfShape covers 44.1% of the lightmap texture
+
+
+
+
+\
+
+WARNING: mesh fireplaceShape covers 23.1% of the lightmap texture
+
+
+
+
+\
+
+WARNING: mesh windows JeftShape covers 13.3% of the lightmap texture
+
+
+
+
+\
+
+WARNING: mesh windowsrightShape covers 20.5% of the lightmap texture
+
+
+
+V
+
+\
+
+WARNING: mesh columns Shape covers 42.2 % of the lightmap texture
+
+
+
+.
+
+\
+
+WARNING: nesh steos small Shane covers 12.1% of the liahtmao texture
+
+
+
+4
+
+rrr
+
+
+
+
+If there are no errors, select Next to move onto the next step. If the log reports errors, you must correct them before
+continuing.
+
+If your export is successful, "Export Complete" is displayed.
+
+A Home model file (. mdl) containing the geometry and a matching Havok file (.hkx) containing the collision data are created. In
+addition, an object file (.object) is exported that references all the other files to create the final Home furniture item.
+
+When validation and export have successfully completed, you can edit the scene or object/component created in Maya (if necessary)
+and package it in the Editing tool. You use the Scene Editor for scenes and the Object Editor for objects or components. The
+scene or object/component must validly export and be packaged by the associated Editor before you can submit it for quality
+assurance.
+
+
+Textures for Furniture
+
+
+Texture Allocation
+
+The texture allocation is the equivalent of a 512 texture set made up of three 512x512 pixel maps, a color map with alpha
+channel, normal map and specular map with alpha channel.The allocations are saved in the DDS NVIDIA format with the DXT5
+compression. You can split this 512x512 set into any size, providing both dimensions are to the power of 2 (i.e. 16, 32, 64, 128,
+256), for example, 256x256 and 128x512.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Texture 2 with 256x256 pixel resolution
+
+
+Texture 1 with 256x64 pixel resolution
+
+
+Workflow
+
+The aim is to achieve the highest fidelity with as little texture space as possible. Tiling textures have been proved to give the
+level of fidelity required for things, such as fabric, so only use unique textures where absolutely necessary. The following
+image shows a typical example of the size of one tile of each texture:
+
+
+
+As you can see, textures 1 and 2 are laid out according to their tiling regions
+
+Flat color materials are often present in the furniture for materials such as chrome, so you need only create a color swatch
+16x16 to achieve the required result.
+
+
+Normal Maps
+
+Normal maps can be created using the NVIDIA Photoshop filter. By creating the equivalent black and white bump map and running the
+filter will achieve the correct results. The following image shows the correct setup for the NVIDIA filter.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The only options you should change are the Filter Type and Scale. Smaller detailed textures such as fabric would suit a sample type
+of 4 or 3 and a scale of 5, whereas large details would suit a higher sample type and larger scale.
+
+Specular Maps
+
+Home supports Specular Intensity plus Specular Power, that is Specular Color and Specular Roll Off respectively. The Specular
+Intensity is represented by the RGB channels in the image, and the Specular Power is represented by the alpha channel.
+
+We recommend that you keep the original .PSD file and all its assets. These files are not needed to package PS Home content, but
+can be used if re-editing content. The example pack is supplied with a typical .PSD and its elements.
+
+
+The Furniture Shelf and Furniture Menu
+
+The Furniture Shelf, Flome_Fum contains tools specific to creating furniture, as well as some common tools.
+The Home_Furn tab has the following buttons:
+
+
+Button
+
+
+Name Description
+
+
+
+Export
+
+
+Launches the Export Wizard.
+
+
+Wizard
+
+
+
+
+Quick
+
+
+Exports the scene using the last settings.
+
+
+Export
+
+
+PS3
+
+
+Launch on PlayStation®3.
+
+
+Model
+
+
+Viewer
+
+
+Add Seat
+Locator
+
+
+Places a Character Seat Locator item at the origin of the current Maya Scene with
+the name ’HomeSeat’. These items show the seating positions on your furniture and
+display the space used by a seated character.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+F ^
+
+
+Collision
+
+Mesh
+
+Attributes
+
+Adds a Convex Mesh parameter to the currently selected shape.
+
+%
+
+
+Create
+
+Light
+
+Locator
+
+Adds a light locator item that can be moved into position to determine the location
+of the point light source for a Lamp. See Creating a Lamp.
+
+Unable to render embedded
+object: File
+
+(col 1isionattribute.png) not
+found.
+
+Collision
+
+Creates a collision box, sphere cylinder or capsule shape, respectively. See
+
+Collision in PS Home.
+
+
+These options are also available in the Home > Furniture menu:
+
+
+
+Rules and Conventions for Modeling Furniture
+
+This section gives recommendations to help you to make furniture items efficiently and economically.
+To make sure that your furniture items pass export validation, see:
+
+• Dimensions for furniture size recommendations.
+
+• Content Requirements for the technical requirements of your Home content.
+
+• Profiling in the Client for information on profiling your Home content.
+
+
+Collision
+
+
+Use primitive shapes when making furniture collision.
+
+
+See Collision For Furniture and Objects for more details.
+
+
+Axis
+
+Model all furniture pieces so that world 0 is the floor level.
+
+In Maya, the Z Positive axis is the front (a chest of drawers, for instance, would have drawers facing positive Z). When using
+pivot rotation to align furniture with seating locators, keep in mind that the seat’s front positive may not be the furniture’s
+front positive after pivot rotation.
+
+Make sure that seat locators are rotated in the y-axis only. If they are rotated in other axes, the position locator in Maya will
+not match the position of the locator in PS Home. You must rotate it parallel to the ground and not put at an odd angle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Hierarchy
+
+
+Place your collision geometry under the Collision Group/node. The following image gives a view of the correct hierarchy setup
+
+
+B
+
+B
+
+B
+
+B
+
+B
+
+
+O'
+
+O
+
+o
+
+
+
+
+o
+
+♦
+
+o
+
+♦
+
+
+Home_World_1
+Collision
+
+I—o Collison_mesh_1
+Lights
+
+
+L
+
+
+-o sun
+
+
+LightVolume
+I—o light_vol
+
+
+9 Geometry
+—o walls_ceiling
+
+
+-o floor 1
+
+
+-o border
+
+
+■o grass
+
+
+Layers
+
+For organization purposes and ease of use, make two layers:
+
+• A layer named GEOM containing the Geometry Group/Node and its children.
+
+• A layer named COL containing the Collision Group/Node and its children.
+
+The following image shows the correct layers setup:
+
+^■—
+
+* frtptor F f= 3 -iiJy
+
+.fivers tiptens H=p
+
+<5
+
+
+
+\ »
+
+Level of Detail and Triangles
+
+Although there is a recommended maximum, keep models efficient by using as little geometry as possible whilst retaining the
+required quality and level of detail.
+
+For example, a sofa may be 3,850 triangles, but a picture frame consists of 84 triangles, as shown in the following images:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Sofa with 3,850 triangles
+
+
+Picture frame with 84 triangles
+
+
+4,000 triangles should be sufficient, so try and avoid long hard edges by beveling and cutting-in where necessary.
+
+
+Naming Conventions
+
+
+Assets
+
+All assets in PS Home follow the same naming conventions. All names are capitalized and use underscores for separation of
+category. For example, all assets created for ’Brand Name’ would be named in this format: BrandName_AssetType.
+
+Examples of correct and incorrect naming:
+
+
+Correct Name Format
+
+Incorrect Name Format
+
+BrandName_DesignType. ma
+BrandName_DesignType_c. dds
+
+BrandName_DesignType_n. dds
+
+brandName_designtype. ma
+BrandName_designtype_co1. dds
+
+brandname_design_type_n. dds
+
+
+Textures
+
+All Textures within Home have a specific suffix depending on whether they are color, specular or normal maps. You must name all
+your textures via the previous naming convention adding the appropriate suffix.
+
+Color maps add ’_c’, specular maps ’_s’ and normal maps '_n'.
+
+For example, a sofa upholstery color texture would be named Flome_SofaUpholstery_c and the normal map would be Flome_SofaUpholstery_n
+followed by the appropriate file extension.
+
+
+Project Directory
+
+
+The project directory is a folder named by the scene file, such as chairj or Flome_ArmChair01 . It contains another folder named
+Textures. Place all your DDS texture files in this folder. Your scene will then source textures from this folder.
+
+
+The following image shows a project folder containing all relevant files:
+
+
+Q Home
+
+
+
+ai Chfomq_c.dds
+
+J?iChrQme_n.dds
+^f ChfQme_s.dds
+Q Grey20 _c. dds
+3 : iaceholder_n.des
+j@rtainwhite01.pal
+MP**iWhlte01_c, Create Light Locator.
+
+3. Position the light locator to determine the exact location of the point light source:
+
+
+
+Focus
+
+
+Environment
+
+Character
+
+
+- i - ■ ■■ ■ ^ ,
+
+
+low MD
+
+
+Furniture
+
+
+Display Show Panels
+
+
+View Shading Lighting Show Renderer Panels
+
+
+PS3 Model Viewer
+Reload Model
+
+
+Material Effects
+
+
+Verts:
+
+
+M/A
+
+M/A
+
+Ho
+
+default
+
+0.755
+
+1
+
+
+Edges:
+
+
+Modeling
+Explore Folders
+Fix
+
+
+Add Low Seat Locator
+Add Mid Seat Locator
+Add High Seat Locator
+
+
+persp
+
+□ Z7? Home_Lamp01
+
+El EJ —? Geometry
+lampl
+I—o standi
+
+El O —? Collision
+
+I—o pCubel
+
+
+Faces
+
+
+Tns:
+
+
+UVs
+
+
+About HDK...
+
+
+Add Arcade Screen
+
+Add Collision Mesh Attributes
+
+
+Create Light Locator
+
+
+Create Collision Shape Attribute: Box
+Create Collision Shape Attribute: Sphere
+Create Collision Shape Attribute: Cylinder
+Create Collision Shape Attribute: Capsule
+
+
+r HomeLight
+
+
+© defaultObjectSet
+
+
+Attribute Editor: HomeLight
+
+
+^jnj X
+
+
+List Selected Focus Attributes Help
+
+
+HomeLight HomeLightShape
+
+
+PropertyLocator: [HomeLightShape
+
+
+Presets
+
+
+- Property Locator Attributes
+
+
+
+
+Mask generic shared textures/placeholder adds
+
+
+►J Extra Attributes
+
+
+Notes: HomeLightShape
+
+
+Select
+
+
+Load Attributes
+
+
+Copy T ab
+
+
+Close
+
+
+persp
+
+
+3 There is a limit of one light locator per lamp but there must be one light locator so that the model
+exports as a lamp. The offset and light mask texture for the light locator is displayed in the Object
+Editor under Components > light > lights > light(O).
+
+
+4. The texture used by the mask for the point light is displayed in the Attribute Editor (the default mask is a solid white
+texture).
+
+To mask particular areas of the light source, change the texture to a cube map (for example, when the model includes a
+lamp-shade you may want the light to only illuminate through the gaps in the lamp-shade)
+
+To change the color of the light, simply change the white within the mask to a color.
+
+
+The default values for the point light in a lamp are Attenuation Start = 0, Attenuation End = 2.5 and
+Attenuation Power = 2. For more information on point lights in Home, see Adding Dynamic Lighting.
+
+
+5. Export the lamp furniture object, ensuring that you check the Update Object Catalog box. For more information on the export
+process, see Validating and Exporting Furniture.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Furniture Block System
+
+
+For Japanese Live Page
+
+*SrO)S*IgjK^-y(i^*>b rii^P'^yXfAj
+
+
+Overview
+
+A standard furniture item is an object with a Furniture component, but no Active Item component. An ’active item’ is an object
+with both a Furniture and Active Item component (see Active Items).
+
+The budget for placing furniture in a space is presented to users as consisting of 100 "blocks". Each standard furniture item
+takes up one block. Active items can use between 1 and 100 blocks depending on their complexity, this value is set using the
+Object Editor. All active items created before HDK 1.65 consume 22 blocks.
+
+When users place items of furniture, the user interface shows them:
+
+• How many blocks they have already used
+
+• How many blocks are still avaiI able
+
+• How many blocks the selected item in the catalogue requires
+
+• Whether the object will fit in the Apartment or Clubhouse
+
+
+
+If users remove a furniture object, the user interface tells them how many blocks will be released by removing it. The number of
+blocks used by a furniture item is also reported to the user at the point of purchase.
+
+
+Remote users only see that an item has been added, moved or removed when the local user has confirmed the action.
+
+
+Handling Fragmentation
+
+When users place and remove furniture, furniture memory can become fragmented. For example, there may be 22 free blocks, but if
+the required memory is not consecutive, the user cannot place an active item in the space. The PS Home client handles fragment ion
+by reloading the layout of furniture in the space, which defragments the furniture memory.
+
+Active Item Resource Usage
+
+The resources an Active item uses can vary depending on the type of component you create. You can create Actives so that users
+could, potentially, add up to 50 Active items with a small memory budget, or just a handful of high-memory interactive items.
+
+
+Active items with lower memory usage are more appealing to users as it means they can place more items.
+
+
+When you have created your Active items, you must profile them in the Client so that they can be accurately rated for the
+resources they use. See:
+
+• Determining Active Item Resource Usage
+
+• Optimizing Actives Memory Usage
+
+See also:
+
+• Furniture Validations - summarizes both HDK automatic validations and manual validations for furniture
+
+• Active Item Validations - summarizes the automatic and manual validations that are required or recommended for active
+items
+
+• Object Editor Validations - summarizes the HDK automatic validations and manual validations for the Object Editor
+
+
+Determining Active Item Resource Usage
+
+
+
+
+
+
+
+For Japanese Live Page
+
+»Sr( 7) 0 - is It C *> b
+
+
+ry K/Ox K**0)U v-xffiffllKDaSj
+
+
+The amount of system resource an Active Item uses determines how many blocks of the furniture budget it consumes (out of a
+maximum of 100). You must declare the resource usage of an Active Item before it can be packaged.
+
+How Resource Usage Relates to Furniture Blocks
+
+Active Item resource usage is rated in the following areas:
+
+• Main Memory
+
+• Host Memory
+
+• VRAM
+
+• PPU Time
+
+• Network Usage
+
+Each value is specified in its own custom units. The following table lists how much resource is allocated for each resource type
+
+
+Resource Type
+
+Resource Usage
+
+Ma i n
+
+48 KB per block
+
+Host
+
+112 KB per block
+
+VRAM
+
+304 KB per block
+
+PPU (while object is not in use)
+
+0. 1 ms per block
+
+PPU (while object is in use)
+
+8 ms
+
+Network (while object is not in use)
+
+0.1 kbytes/s per block
+
+Network (while object is in use)
+
+2 kbytes/s
+
+
+For example, a value of ’2’ for VRAM means that the Active item does not use more than 608 KB of VRAM.
+
+
+Resource allocations for memory (Main, Host and VRAM) are strictly enforced: if the item uses more memory than
+has been allocated it will stop working.
+
+Resource allocations for PPU and Network use are not strictly enforced: the occasional spike in usage is
+acceptable.
+
+
+The Active Profiler
+
+The Active Profiler tells you how many furniture blocks are required to properly accommodate an Active Item. You can access it
+using the console command activeprofile.
+
+
+Actioe Profiler
+
+Duck Down Records Boombox
+
+(035FE919-4FAB4330-B5D1 bSSti
+
+-D3880C5D)
+
+FIELD
+
+STAT
+
+DEClL
+
+CURR
+
+RCHT
+
+PERK
+
+PPU
+
+0.47ms
+
+[22]
+
+[5]
+
+[12]
+
+[12]
+
+Main
+
+201 .3Kb
+
+[22]
+
+[5]
+
+—
+
+—
+
+Host
+
+230.6Kb
+
+[22]
+
+[3]
+
+— —
+
+= • -
+
+DRAM
+
+1536.6Kb
+
+[22]
+
+[6]
+
+—
+
+—
+
+NET
+
+0.0KB/S
+
+[22]
+
+[1]
+
+m
+
+m
+
+
+The profiler displays a table with the following columns:
+
+
+Column Heading
+
+Description
+
+FIELD
+
+The type of resource usage being measured
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+STAT
+
+The current reading in its native format
+
+DECL
+
+The number of blocks currently declared in the Object Editor
+
+CURR
+
+The current number of blocks required by the object for the resource type
+
+RCNT
+
+The highest recent (within the last 10 seconds) peak value
+
+PEAK
+
+The highest recorded number of blocks required by the object since profiling began
+
+
+The CURR values are used when reporting PPU and Network usage, the PEAK values are used when reporting memory (Main, Host and
+
+VRAM) usage.
+
+Determining Resource Usage
+
+To determine resource usage values for an active item:
+
+1. Launch the PS Home client in online mode (see Testing Content in Online Mode) and use the navigator to go to a Personal
+Space.
+
+2. Use the Dev Debug Console command activeprofile.
+
+3. Ensure that your Active Item is in your inventory (see Managing the User Inventory) and place the item in your scene.
+
+4. While the item is not being used, make a note of the typical values shown for PPU time (PPU) and network usage (NET). Occasional
+spikes in these values are acceptable, the value recorded should be the highest value that frequently occurs in the CURR
+column. If the item includes features which run when the item is not being used (such as playing music), enable these
+features, then exit the activity before recording the PPU and Network usage values.
+
+
+Active Profiler
+
+Duck Down Records Boombox
+
+(035FE919-iiFABii330-B5D1D556
+
+-D3880C5C)
+
+FIELD
+
+STAT
+
+DECL
+
+CURR
+
+RCHT
+
+PEAK
+
+PPU
+
+0 - -M 7 ns
+
+[22]
+
+[5]
+
+[12]
+
+[12]
+
+Main
+
+201 .3Kb
+
+[22]
+
+[5]
+
+—
+
+—
+
+Host
+
+230.6Kb
+
+[22]
+
+[3]
+
+—
+
+—
+
+URAM
+
+1536.6Kb
+
+[22]
+
+[*]
+
+—
+
+—
+
+NET
+
+O.0KB/S
+
+[22]
+
+[1]
+
+m
+
+m
+
+
+I II *9
+
+
+J J
+
+
+
+
+
+5.
+
+
+Join the Active Item and perform a full load test of the item, testing all the available functionality. If the Active
+Item supports networking, test the item with as many users as it supports. Note down the peak values recorded for Main,
+Host and VRAM. While testing, also ensure that the values for PPU and NET do not frequently exceed the stated maximum
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+values (again, occasional spikes are acceptable).
+
+
+
+Specifying Resource Usage Values
+
+To specify resource usage values for an Active Item:
+
+1. In the Object Editor, select the Active Item that you wish to set the resource usage for.
+
+2. Select Object > Edit Resource Usage.
+
+3. Enter the five recorded values into the relevant fields.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4. Click OK to save your changes.
+
+
+Once the resource usage values have been entered, the object should be fully tested. If the object no longer
+functions correctly, it is likely that the resource usage values have been set too low.
+
+
+O A value of ’0’ or a blank field means ’undefined’. An object with undefined values will not pass validation and
+cannot be packaged.
+
+
+See also:
+
+• Profile GUI
+
+• ProfiIing Objects
+
+
+Optimizing Actives Memory Usage
+
+
+For Japanese Live Page
+
+
+
+
+There are certain actions you can take to help optimize memory usage and so make your active furniture item more attracti
+users. For example:
+
+
+to
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+• To reduce run-time costs, compile all scripts and make use of the Environment library.
+
+• To avoid getting a high (inefficient) slot rating from the profiler, make sure that your item uses resources in a
+balanced way.
+
+For example, if an item uses a small amount of Main memory, a small amount of Host memory, but a very large amount of VRAM, it is
+given quite a high slot rating. To reduce the slot rating, you could try to reducing the amount of VRAM used, perhaps increasing
+mesh complexity to compensate. This might greatly reduce the slot usage without having to compromise on item quality.
+
+
+Avoid making changes that are likely to affect item quality. For example, reducing the texture resolution may be
+feasible from a design point of view, but is not desirable from the artist’ s point of view.
+
+
+Object Editor
+
+The Object Editor is a tool for creating, editing and packaging object definitions that are loaded by PS Home. Using the Object
+Editor, you can compile, edit and manage new and existing objects and their assets and components.
+
+The Object Editor works as an HDK-specific XML editor that enables:
+
+1. Easy management and modification of objects that have been authored, validated and successfully exported from the Home
+DCC Tools.
+
+2. Creation of object types not exported using the HDK authoring tools (such as the Home DCC Tools).
+
+
+Object Creation Workflow
+
+The following process diagram shows a typical sequence of tasks for creating a new object in the Object Editor. Although the
+steps are ordered sequentially, they do not necessarily reflect the exact order in which you do things.
+
+An explanation of the processes follows the diagram.
+
+
+
+jTm
+
+Save your object at each stage in the process of using this tool.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The following table summarizes what you do at each stage of object creation:
+
+
+Task Description
+
+
+1 .
+
+Create a new
+object/
+
+Add an
+
+existing
+
+object
+
+Create a new object, or add an existing object (made using DCC tools) to edit in the Object Editor.
+
+2.
+
+Add New
+
+Local
+
+Resource
+
+Add the resources contained in your folder that you want to use with your object. For
+example, add a . lua file as a local resource for a mini-game object. Repeat this step for as many resources
+as you want to use with the object.
+
+3.
+
+Add New
+Component
+
+Add components to define how your object will behave in PS Home. For example, if you added a . lua resource
+in step 2 that uses the osd library, add an OSD component so that your object can use and access OSD.
+
+4.
+
+Add
+
+Localization
+
+Add the object’s information in different languages.
+
+5.
+
+Edit
+
+ThumbnaiIs
+and Age
+
+Rating
+
+Add thumbnails and age rating information. These items are required to successfully package your object.
+
+6.
+
+Save and/or
+package the
+object
+
+Save your object frequently. When you are ready to send it to QA, package it.
+
+
+Object Editor Interface
+
+
+When you first open the Object Editor, you see the following interface:
+
+
+
+Item
+
+Number
+
+Name
+
+Description
+
+1 .
+
+Quick
+
+action
+
+buttons
+
+Actions are: Save, Create New Object, Open Object, Package Object, and Delete Object.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+2.
+
+Quick
+
+action
+
+edit
+
+buttons
+
+These buttons are Copy, Undo, Redo Undone Action, Cut, Paste, Delete, Lock From Editing and Unlock To Allow
+
+Editing.
+
+3.
+
+Quick
+
+action
+
+edit
+
+object
+
+buttons
+
+Allows you to edit thumbnails, edit age ratings, edit an object’s dynamic resource usage, add a new
+component, add a new local resource, and edit an object’s repertoires.
+
+Also allows quick testing of the selected object on your PS3 and importing localization information for the
+current object, or for all objects in your build folder.
+
+4.
+
+HDK
+
+Project
+
+panel
+
+Displays the currently loaded HDK Project. For more information on this panel, see HDK Project Panel.
+
+5.
+
+Object
+
+Search
+
+panel
+
+Displays a welcome message when first opened. When you enter a search or click Show all, the selected
+objects, or all the objects in your /build/objects directory are displayed.
+
+6.
+
+Search
+
+field
+
+and
+
+button
+
+Enter search terms in the field and click Search, or click Show all.
+
+7.
+
+Search
+fiIter
+boxes
+
+Enter search terms in the field and click Search, or click Show all.
+
+8.
+
+Object
+
+Summary
+
+panel
+
+This panel displays the object name, object ID, description, and the 128x128 thumbnail. If an object is not
+localized, the Object Summary panel displays a warning, like in the image below:
+
+Object Summary
+
+CS 1
+
+
+
+
+"Not Localised* NetBag
+
+
+For more information on localizing objects, see Localizing Objects.
+
+9.
+
+Add Item
+and
+
+Remove
+
+Item
+
+buttons
+
+Many object components can contain sub items. These buttons allow you to add/ remove sub items to the
+currently selected object. For example, if you add a Scene Object component, then select one of the Scene
+Object parameter lists (String, Boolean, Numeric, Enum) in the Object View panel, you can use the Add Item
+button to add a new parameter to that parameter list. Conversely, selecting the newly added parameter and
+then pressing the Remove Item button will remove that parameter.
+
+10.
+
+Object
+
+View
+
+panel
+
+Displays the Components, Resources, Localization, and Metadata nodes for the selected object.
+
+11.
+
+Scripting
+
+panel
+
+Allows HDK API script commands to be executed. For more information see, HDK API Scripting.
+
+12.
+
+Output
+
+panel
+
+Displays the results when you package and save your object.
+
+13.
+
+Viewer
+
+panel
+
+Provides a view of the currently selected resource. For more information see, Viewer Panel
+
+14.
+
+Properties
+
+panel
+
+Displays a description of the item you selected.
+
+
+Showing, Hiding and Moving Panels in the Object Editor
+
+
+You can show and hide panels by using the Window menu:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+If the name of the panel has a check next it, it’s displayed in the Object Editor. Uncheck the name of the panel to hide it.
+
+You can attach panels to the main Object Editor interface, have them as standalone windows or as tabs in the same dialog:
+
+• To detach a panel and have it as a standalone window, place your cursor over the title of the panel and drag it out, away
+from the interface or any other panel it’s attached to. Alternatively, double-click on the panel’s title.
+
+• To attach a panel, drag it over the interface or the panel that you want to attach it to. Alternatively, double-click on
+the panel’s title.
+
+• To move a panel to a particular position on the interface, start dragging the panel until the following in displayed:
+
+
+
+Keep dragging the cursor until it’s over the position you want indicated on the above control, then drop the panel into
+that position.
+
+If you attach a panel to another panel, you can view the panels using the tabs:
+
+
+|y| Metadata [?] Components
+
+
+Localization
+
+Object Search
+
+HDK Project
+
+Viewer
+
+Output
+
+
+
+Object Search Panel
+
+
+The Object Search panel allows you to search and browse for objects in your \build\ob jects folder.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+You can search using any of the following criteria:
+
+• Object ID
+
+• Object Name
+
+• Resources
+
+• Metadata
+
+• Components
+
+• Localization
+
+To search for an object, enter all or part of one of the above things and click Search.
+
+To show all objects, click Show all.
+
+By default, all criteria are included in the search. To exclude a criterion from the search, deselect the corresponding checkbox
+under Search Criteria.
+
+Click on an object thumbnail to open it for editing. To edit multiple objects at once, hold Ctrl or Shift when selecting the
+objects.
+
+
+3 Not all features are available when multiple objects are selected. Unavailable features are grayed out.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Object Summary Panel
+
+The Object Summary panel displays information about the currently selected object(s).
+
+
+Object Summary ^ X
+
+Engine Settings Sample
+
+5C1 S3 E28-86974F88-8 E55G692-0B746520
+
+A sample to demonstrate the use of the Engine Settings API
+inside a scene.
+
+
+
+
+The following items are displayed:
+
+• Object Name
+
+• Object ID
+
+• Object ThumbnaiI
+
+• Object Description
+
+For information on how to change these items, see Completing the Object Header, Overwriting and Copying Objects and Preparing
+Objects for Packaging.
+
+Object View Panel
+
+The Object View panel displays the full contents of the currently selected object(s).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The content is grouped into four categories:
+
+• Components: The building blocks of an object
+
+• Resources: External files used by the object
+
+• Localisation: Text strings in multiple languages
+
+• Metadata: Information about the object
+
+The settings of components, resources and metadata can be viewed and configured in the Properties Panel after clicking on them.
+
+Localization entries can be viewed in the Properties Panel: to edit them see Localizing Objects. To change the default display
+language for objects in the Object Editor, click on the root node of the Localisation section.
+
+The two buttons at the top of the Object View panel allow adding and removing of component sub items. In the example screenshot
+above the Add Item button can be used to add seats to the Furniture component as the Seats list is selected.
+
+The search box at the bottom can be used to filter the content of the Object View panel. This is useful for finding a particular
+resource.
+
+HDK Project Panel
+
+The HDK Project panel allows you to browse and edit the currently open Project (* *.hdkproj) file.
+
+
+HDK Project
+
+X
+
+Change View
+
+
+
+TheSimpsons
+
+
+Evergreen T errece Minigame
+TerraceGanme
+The Family
+Homer
+
+: HomersShirt
+
+Homers Pants
+Homers Hair
+
+E-jjsfr Baft
+
+: Bart Man
+
+E Maggie
+
+Maggie
+E ■■£: Marge
+
+Marge Hair
+
+I El-EB 1 Lisa
+
+Lisa Saxophone
+Santas Little Helper
+
+Santas _7. e ElelperFollower
+OtherCharacters
+Disco Stu
+
+
+HDK Project Views
+
+The HDK Project panel has the following views:
+
+• Project View: Displays your objects in a hierarchical structure. This is the default view.
+
+• Smart View: Displays your objects in a hierarchical structure and categorizes the object resources. You cannot edit
+content in this view.
+
+• Folder View: Displays the contents of your entire project as a folder view. You cannot edit content in this view.
+
+
+Changing the Project View
+
+
+To change the project view, click Change View on the HDK Project panel and select the view you require.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Output Panel
+
+The Output panel displays information, errors and warnings during operations such as saving, packaging and validation.
+
+
+Output: ^ X
+
+Info: Objects) saved, to locate the objects), please use the search ^
+
+Info: - Validation Results -
+
+Error: Validation: "Hhe network_session property within the mimi_ganne component is set to false but the session_size propi
+Info: -
+
+Info: Objects) saved, to locate the objects), iplease use the search
+Info: Found asset: objects/B0157887-23D74BCC-B EB35437-4DC2BtiA4/edrtor.oxml
+Info: Found asset: objects/BC 157887-23D74BCC-B EB35497-4DC2BQ A4/object:«xnl
+Info: Found asset: objects/BO 157SS7-23D74BCC-B!EB954974DC2BM4/resourceso(Tinl
+Info: Found asset: MiniGames/materialapi/models/MaterialSpherejnd!l
+
+Info: Found Intermediate Hie: c:/hdk165/interniedlate/minigames/materialapi/models/matefialsphere.atgi
+
+Info: Found asset: minigames/materialapi/moddsAexlunes/cyanbrand.dds
+
+Info: Found asset: minigames/materialapi/modelsAextunes/apimatexamplejnJI.dds
+
+Info: Found asset: minigames/materialapi/modelsAextunes/apimatexample_s.dds
+
+Info: Found asset: MiniGames/materialapi/models/UVSphere.mdl
+
+Info: Found Intermediate Hie: c:/hdk165/interniediate/minigames/materialapi/models/uvsphere.atgi
+
+Info: Found asset: minigames/materialapi/modelsAextures^oor_H]metre_squanes_c.dds ^
+
+i_i _ . r_ . i —l. _ _ _i_j _ J-ii- i_._ n-i _
+
+4 rrr | ^
+
+
+Text from this panel can be copied and pasted into a text editor for searching or saving.
+
+Properties Panel
+
+The Properties panel allows you to view and edit items that have been selected in the Object View Panel.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+The contents of the panel depends on what has been selected. Click on the name of a property to show contextual help for the
+property at the bottom of the panel.
+
+
+Contextual help is not available for all properties.
+
+
+Scripting Panel
+
+The Scripting panel displays the Object Editor’s Python terminal.
+
+
+
+This allows for HDK API scripts to be run either inline or from a file. For information on HDK API scripting, see HDK API
+Scripting.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Viewer Panel
+
+
+The Viewer panel displays a preview of the most-recent Iy selected resource in the Object View Panel.
+
+
+
+The Viewer can display models (*. *mdl), textures (.dds) and text files (e.g. Lua, XML etc).
+
+When viewing models:
+
+• Hold the left mouse button to rotate the model
+
+• Hold the right mouse button to zoom
+
+• Hold the middle mouse button to pan
+
+When viewing text files, you can make edits and then save the changes by clicking the Save button.
+
+
+
+
+
+Setting Object Editor Preferences
+
+To set your Object Editor preferences:
+
+1. Select Edit > Preferences to display the Preferences dialog
+
+
+Preferences
+
+
+Application
+
+
+<31= .
+E=:
+
+
+
+File Commands
+
+E Misc
+
+
+Project Settings
+
+Image size
+
+Size24x24
+
+
+
+
+
+
+
+
+
+Defaults
+
+
+OK
+
+Cancel
+
+
+
+
+2. Update your preferences as required, by clicking on the area on the left side of the Preferences dialog, then making the
+changes needed on the right side of the dialog.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+If at any point you want to return any changed values to the installation defaults, click the Defaults
+button.
+
+
+can change the following aspects of the Object Editor:
+
+• Application
+
+Select the image size for the Object Editor toolbars from the Image size drop-down list.
+
+• File Commands
+
+
+
+To change the File Commands preferences:
+
+a. If you want the Object Editor to create a new .hdkproj file if an existing file has not been opened,
+select True from the Auto New Document drop-down list.
+
+b. Enter the number of recent file names saved by the Object Editor in the Recent Files Count field.
+
+
+Project Settings
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+To change the Project Settings preferences:
+
+a. Specify the command line argument for your comparison program, for example, "%l" "%2" in the Commandline
+arguments field.
+
+b. Specify the location of your file comparison program in the File comparison program field. For example, for
+Beyond Compare it is C:\Program Files (x86) \Beyond Compare 2\BC2.exe.
+
+c. Specify if resources should be added when you drag an object to the project in the Project Resource Options
+field. The default value is True because some objects are extremely large and it takes time to find all of
+their subsequent resources.
+
+3. Click OK to save your changes.
+
+Object Structure and Files
+
+An object comprises: a header, components, resources, localization and metadata:
+
+
+Composite Description
+
+Header
+
+(default and
+mandatory)
+
+Contains identity tags such as author, description, display name, object version and contextual help text. See
+Completing the Object Header.
+
+Components
+
+For example, Furniture, Lua Environment, Targetable, Scene Object, Entity, Particles, Network, Event Timer,
+
+OSD, Rig, Clothing, Arcade Game, MiniGame, Screen, Pad, Renderer, Camera. See Working with Object Components.
+
+Resources
+
+Asset files, including textures, for example, .dds, .bnk, .xml, .ddl, .lua. See Adding and Deleting Object
+Resources.
+
+Localization
+
+If there is regional variation in objects, such as language, pricing, branding, this is where it is specified
+and described. See Localizing Objects.
+
+Metadata
+
+Information that describes the object, including information found in the header, localization information,
+and terms for searching and category classification. See Object Metadata.
+
+
+These main composites of an object are visible in a folder structure in the Object View:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Object View
+
+
+
+Components
++ Header
+
+] Lua Environment
+j Entity
+j Particles
+_j Network
+] Renderer
+J Camera
+_ j System
++ J Repertoire
+] Portable
+
++ _j Resource Pack
++ | Resources
+
++ j Localisation
+
+Metadata
+
+
+Object View
+
+
+
+El
+
+
+Components
+! Resources!
+
+_] configuration .xml
+j ap_attack
+0j ap_pose1
+j ap_pose1Jn
+j ap_pose2
+j ap_pose2Jn
+j ap_standidle
+j ap f_pose1
+j apf_pose1_in
+J bnk.audio
+J male
+J female
+J male_emotes
+[1 female_emotes
+3 I'ua.boot
++ j Localisation
+Metadata
+
+
+Object View
+
+
+
+B
+
++
+
+B
+
+
+Components
+
+Resources
+
+
+Localisation!
+
+
+■ _j Ik Name
+
+■ 3 k Desc
+J kCategory
+
+■■ 3 kPosel
+■■ 3 kPose2
+J kAttack
+Metadata
+
+
+Objects are stored as a folder that is named by the unique ID of the object (for example, 0000000000000011). The folder contains
+the following files:
+
+• object.xml: Describes the object.
+
+• resources.xml: Lists any resource files.
+
+• localisation.xml: Lists all localizable strings.
+
+• Any resource files: For example, .mdl, .lua, . hkx, part icle. xml.
+
+When packaged with the Object Editor, these files are combined into an archive that can be uploaded to the server and submitted
+to the quality assurance process for PS Home.
+
+
+Object Files
+
+When you create an object, either through exporting geometry from Maya, or by creating a new object in the Object Editor, several
+files are automatically created that the Object Editor needs to manage the object. They are:
+
+• catalogueentry. xml
+
+• editor.xml
+
+• localisation.xml (list of localization information for the object)
+
+• metadata, xml
+
+• object, ode
+
+• object.xml (describes the object)
+
+• resources.xml (lists any resource files)
+
+When you export objects from Maya, a set of intermediate ATGI format files are created. The minimum intermediate files that the
+Object Editor needs are:
+
+• . hkx
+
+• . hkx
+
+• .xml
+
+• .atgi
+
+As you add components, resources, and other information (for example, age rating) to the object, the appropriate files are
+updated. For example, updating the object localization updates the localisation.xml file.
+
+
+Changing Object Types
+
+
+To change an object type, for example from ’hair’ to ’hat’, you must change the object type wherever the type is defined (in both
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+a component and in the metadata):
+
+• For furniture items, change the type in the Furniture component and metadata.
+
+• For clothing items, change the type in the Clothing component and metadata.
+
+
+Working with HDK Project Files
+
+
+For Japanese Live Page
+
+THDK^Pvx^
+
+
+HDK projects allow you to organize the objects that you are working on effectively. You can send your project file to someone
+else to work on, or work on a project file sent to you by someone else.
+
+HDK project fiI es are stored as the .hdkproj file type.
+
+
+Note:
+
+• Pre HDK 1.70, .hdkproj files also had a paired . hdkproj. computername. local file, these files are
+no longer needed in HDK 1.70
+
+• The ability to organize resources into groups feature has been removed.
+
+• Resources are no longer loaded at project load time, you need to click Show Resources in order to show
+the resources.
+
+
+Creating a New Project
+
+To create an HDK Project in the Object Editor:
+
+1. Select File > New Project.
+
+2. In the Save As dialog, enter a name for the project.
+
+3. Click Save. The project is displayed in the FIDK Project panel.
+
+
+HDK Project
+
+
+
+Change View
+
+
+
+Sample Project
+
+
+Once you’ve created your project, you can add groups and objects to them. For more information, see Organizing Objects Using HDK
+Projects.
+
+
+Saving a Project
+
+To save a project in the Object Editor, select File > Save Project. Alternatively:
+
+1 . Se I ect File > Save Project As
+
+2. In the Save As dialog, enter the new name for the project
+
+3. Click Save
+
+
+Zipping a Project File
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+You can zip your project files and send them to someone else, for example, another developer.
+
+To zip a project file:
+
+1. In the HDK Project panel, right-click on the project and select Zip up all assets from the pop-up menu displayed.
+
+2. In the Save As dialog, enter a name for the .zip file.
+
+3. Click Save.
+
+
+© You can also zip a single object or group of objects by right-clicking and zipping at the project level that you
+require.
+
+
+Opening a Zipped Project File
+To open a zipped project file:
+
+1. Unzip the archived project file to your preferred location on your computer.
+
+2. Navigate to the build folder.
+
+3. Copy the build folder and any other folders at the same level as the build folder, and paste the folders into the root
+of your HDK installation directory, i.e. . Overwrite the existing folders.
+
+In the following example, you copy the build and the intermediate folder.
+
+
+
+intermediate
+
+
+4. Copy the .hdkproj file that you received in the zip (depending on the sender’s setup, you might have to search for the
+.hdkproj file). Paste the file to a location of your choice and open it from the Object Editor.
+
+5. In the HDK Project panel, expand the project. You will notice that the object has no resources.
+
+6. To display the object resources, follow the procedure in Recovering Object Resource Files.
+
+7. Select File > Save Project to save the project.
+
+
+Comparing a Packaged Object with the Copy in your Object Directory
+
+If changes are made to object files after the object is packaged, you can run a comparison between the object files in the
+package and the object files in your directory.
+
+To compare a packaged object with the copy in your object directory:
+
+1. In the Object Editor, display the HDK Project panel and navigate to the object you are interested in.
+
+2. Package the object.
+
+3. Expand the object’s Packages folder in the HDK Project panel to view the packaged object.
+
+4. Right-click on the required .zip file and select Diff package against disk from the pop-up menu displayed.
+
+5. Expand the object’s Resources folder to view the resources that were modified after the object was packaged. The modified
+objects are highlighted, for example:
+
+
+
+
+
+
+- Sample project
+l-
+
+
+Sample object
+- Resources
+
+edftor.oxml
+object xml
+resources xml
+Network xml
+
+
+MiniGame.lua
+
+
+metadata xml
+localisation xml
+
+
+object .ode
+
+
+scene_mini_game_small .png
+scene_mini_game Jarae .png
+catalogueentryxml
+validations xml
+Q-EB Packages
+
+F3 DC E435-D A5 A4 B7^SC97E D3 D-E3967C D9 .zip
+
+
+6. right-click on the highlighted files and select Compare against package from the pop-up menu displayed.
+
+If you have set up a comparison program for use with the Object Editor, it will open and show the differences between the
+two files. If you have not set up a comparison program, you are prompted to do so, see Setting Object Editor Preferences
+for more information on setting up your comparison program.
+
+
+Reloading a Project
+
+You might want to reload a project if you have one of the following scenarios:
+
+• You manually edited the content of a project outside the Object Editor and wish to display the changes made in the Object
+Editor.
+
+• You want to cancel the changes you made since the last time you saved the project.
+
+To reload a project:
+
+1. In the HDK Project panel, right-click on the project you require, and select Revert to Saved from the pop-up menu
+displayed. A warning message is displayed.
+
+2. Click OK. The saved project data is reloaded from disk.
+
+
+Remembering the last open Project
+
+If you have a project open and you close the editor, the editor will load that project when you restart the application. You can
+close a project by clicking: FiIe—>CIose Project
+
+Organizing Objects Using HDK Projects
+
+
+Adding a Group to a Project
+
+To add a group to a project in the Object Editor:
+
+1. Open the project you want to work on.
+
+2. In the HDK Project panel, right-click on the project or existing group that you want to add the group to and select Add
+Group from the pop-up menu displayed. A folder representing the new group is displayed:
+
+
+HDK Project
+
+□
+
+Change View
+
+
+
+My Sample Project
+
+
+Untitled 2
+
+
+3.
+
+
+Right-click on the new group, select Rename and enter a name for the group.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+a You can create groups within groups to achieve a file structure and drag and drop a group into another group.
+Deleting a Group from a Project
+
+To delete a group from a project, right-click on the group in the HDK Project panel and select Remove from Project,
+a Deleting a group removes all object references, Some groups are read-only.
+
+
+Adding an New Object to a Project
+
+To add a new object to a project in the Object Editor:
+
+1. Right-click on the project or group that you want to add the object to and select Create new object here from the pop-up
+menu displayed. The Object Creation Wizard is displayed:
+
+
+
+2. Follow the steps in Creating a New Object.
+
+Once an object has been added, it is displayed in the HDK Project panel, for example:
+
+
+HDK Project
+Change View
+
+
+□
+
+
+# My -Sample Project
+B -BS Arcade Games
+
+i-
+
+
+Sample: Arcade Cabinet
+
+
+Adding an Existing Object to a Project
+
+To add an existing object to a project you can either:
+
+• Drag and Drop the object from the Object Search panel into the appropriate group.
+
+• Right click in the Project View and click "Browse & Add" this will pop open an Object Search,
+
+
+from here you can find the
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+objects you wish to add to the project.
+
+
+Removing an Object from a Project
+
+To delete an object from a project, right-click on the object in the HDK Project panel and select Remove from Project from the
+pop-up menu displayed. The object is removed from the project but isn’t deleted.
+
+Viewing the Location of an Object or Resource in the Build Folder
+
+To view the location of an object or resource in the build directory, right-click on the object or resource and select Show in
+Explorer from the pop-up menu displayed. Windows Explorer opens and displays the object or resource that you selected.
+
+Working with Templates in Projects
+
+When you load a project with x number of objects you may get a prompt like this:
+
+
+
+This prompt indicates that you have a template that is out of date.
+
+Your choices are:
+
+• Skip - Skips the update process and lets you carry on with your work.
+
+• Show - Highlights the objects in the project view which are out of date.
+
+• Update All and Save - Updates the templates - i.e. selects the objects that are out of date, updates them and saves them.
+There are now also two options in the Project View menu that deal with Templates:
+
+• Select all out of date templates - This will highlight all objects that are out of date.
+
+• Update selected templates - If the template is out-of-date, you will get this option, this will update the object to the
+latest template.
+
+
+Creating a New Object
+
+You cannot compile character components (such as clothing) or scene components (such as furniture) from scratch in the Object
+Editor. You must first create them and export the geometry using the DCC tool (for example, Maya).
+
+The only objects that can be compiled without using the DCC tools are non-furniture, non-clothing objects such as 2D and 3D
+interactive content. These are the only types of object that you can create in the Object Editor.
+
+To create a new object without specifying its type or automatically adding any specific components or resources:
+
+
+1. Click the New Object button
+
+
+
+on the toolbar, or select File > New Object. The New Object Name dialog is displayed
+
+
+r "i
+
+New Object Name
+
+
+Enter Object name:
+
+
+
+Cancel
+
+
+C reate
+
+
+
+
+
+
+2. Enter the name of the object and click Create. The object is created and added to your
+
+\build\objects folder.
+
+To create a new object by specifying its type (ensuring that they contain the standard components and resources):
+
+
+1. Select File > New Object Wizard... or right-click on the appropriate project or group In the HDK Project panel and select
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Create new object here from the pop-up menu displayed.
+
+2. Select the required object type, then click Next:
+
+
+
+3 If you select Game or Companion, you will be prompted to make additional selections based on the type of
+game or companion required. For more information, see Game Components and Creating Companion Objects.
+
+
+3. Enter a name and description for the object, then click Next:
+
+
+0bject Creation Wizard
+
+
+Add a name and description for the object.
+
+
+Object Name:
+Description:
+
+
+Previous
+
+•_•
+
+
+Next
+
+
+4. Enter the name of the folder where you want the object’s resources to be placed:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+3 By default, the name of the folder is the same as the object’s name.
+
+
+5. Click Create. The object is created and added to your \build\objects folder.
+
+The Resources folder in the HDK Project panel contains a list of all files related to an object, including source files of the
+models. If you select Resources in the Object View panel, the resource files added to the object are displayed. You can then edit
+the components and replace the resources with your own custom files.
+
+The following table shows the standard components and resources that are created for each object type:
+
+
+Object
+
+Components
+
+Resources
+
+Active Item
+
+Header
+
+Furniture
+
+Lua Environment
+
+ActiveMode1. md1
+
+ActiveModel. hkx
+
+ActiveMode1. safevo1ume. hkx
+
+
+Active Item
+
+Active, lua
+
+Active Mini Game
+
+Header
+
+Furniture
+
+Lua Environment
+
+Network
+
+Mini Game
+
+Active Item
+
+Game Spawner
+
+ActiveMode1. md1
+
+Network, xml
+
+ActiveMode1. hkx
+
+ActiveMode1. safevo1ume. hkx
+
+Mini Game, lua
+
+Active Realtime Game
+
+Header
+
+Furniture
+
+Lua Environment
+
+Active Item
+
+Real Time Game
+
+ActiveMode1. md1
+
+Network, xml
+
+ActiveModel. hkx
+
+ActiveMode1. safevo1ume. hkx
+
+RealTimeGame. lua
+
+Arcade Cabinet
+
+Header
+
+Furniture
+
+Entity
+
+Game Spawner
+
+ArcadeCabinet. mdl
+screen, dds
+
+ArcadeCabinet. hkx
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Arcade Game
+
+Header
+
+Lua Environment
+
+Arcade Game
+Screen
+
+Pad
+
+Renderer
+
+ArcadeGame. lua
+
+Avatar Animation Pack
+
+Header
+
+configuration, xml
+
+
+Lua Environment
+
+ap_attack. ani
+ap_pose1. ani
+
+
+Entity
+
+ap_pose1_in. ani
+
+
+Particles
+
+ap_pose2. ani
+
+
+Network
+
+ap_pose2_in. ani
+
+
+Renderer
+
+ap_standidle. ani
+
+
+Camera
+
+apf_pose1. ani
+
+
+System
+
+apf_pose1_in. ani
+
+
+Repertoire
+
+audio.bnk
+
+
+Portable
+
+male, xml
+
+
+Resource Pack
+
+female, xml
+male_emotes. xml
+female_emotes. xml
+boot, luac
+
+Companion
+
+Header
+
+wolf, md1
+
+
+Lua Environment
+
+wolfjo. md 1
+smoke, efx
+
+
+Targetable
+
+fly. efx
+
+
+Entity
+
+traiIs. efx
+
+
+Particles
+
+config. xml
+
+
+Network
+
+sphere, hkx
+
+
+Screen
+
+idle.ani
+
+
+Pad
+
+walk, ani
+
+
+Renderer
+
+applaud, ani
+
+
+Camera
+
+an_flap. ani
+
+
+System
+
+an_sat. ani
+
+
+Light
+
+anjand. ani
+
+
+Portable
+
+an_twist. an i
+
+
+Text Label
+
+an_yawn. ani
+
+
+Resource Pack
+
+an_fly. ani
+dance, an i
+run.ani
+
+shakefists. ani
+wolf, skn
+audio. bnk
+boot, luac
+
+Embedded Realtime Game
+
+Header
+
+Network, xml
+
+
+Lua Environment
+
+Scene Object
+
+Real Time Game
+
+RealTimeGame. lua
+
+Resource Pack
+
+Header
+
+Resource Pack
+
+N/A
+
+Scene Mini Game
+
+Header
+
+Network, xml
+
+
+Lua Environment
+
+Network
+
+Mini Game
+
+Mini Game, lua
+
+
+For more information on using components, see Working with Object Components.
+
+For information on using resources, see Managing Object Resources.
+
+Overwriting and Copying Objects
+
+You can overwrite or copy an object from both the FIDK Project panel and the Object Search dialog in the Object Editor.
+
+Overwriting Objects
+To overwrite an object:
+
+1. In the Object Editor, search for and select the object that contains the data you want to copy.
+
+2. Select File > Save Object As. . . to display the Save As dialog:
+
+
+
+
+
+
+
+
+
+
+
+3. Enter a name for the object, and click Select Object to overwrite. The Object Search dialog opens.
+
+4. Click Show all or search for the object you want to overwrite.
+
+5. Select the object and then click Open. The object is overwritten and renamed.
+
+
+
+You can use this option to rename an object by selecting the same object in step 1 and step 5.
+
+
+Copying Objects
+
+To create a copy of an object:
+
+1. In the Object Editor, search for and select the object you want to copy.
+
+2. Select File > Save Object As... to display the Save As dialog.
+
+3. Enter a name for the object and click Create new object. A copy of the object is created.
+
+
+Viewing and Searching for Objects
+
+
+Viewing All Available Objects
+
+You can use the Object Editor to view all the objects in your /build/objects folder.
+
+To display all available objects in the Object Search panel, click Show all or leave the search field blank and click Search. Al
+the objects in your /build/objects folder are displayed, for example:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Object Search
+
+
+©
+
+
+
+
+
+
+
+I.X] All l—M
+
+m 11 ..
+j rM •* ]
+
+
+
+
+
+Collision Callback RepertoineSampleM.
+Example
+
+
+Dynamic Lighting
+
+
+Osk Example Entity States Sample
+
+
+
+
+
+
+
+
+
+Entity Animation Media Library Example Club Membership 2D Blending Sample
+
+Blending Sample
+
+
+Pad Example
+
+
+
+
+
+
+ft
+
+
+N P Ticketing Sample Femaleti 1 _RJ Bod .
+
+(0)
+
+
+Tic Tac Toe
+
+
+Simon
+
+
+Sample: .Arcade
+Cabinet
+
+
+
+bob
+
+
+Active
+
+
+Chair
+
+
+
+
+
+
+
+
+
+
+1
+
+i
+
+
+Jiiiipjpllg
+
+
+
+
+
+OSD Example
+|[#Legal]
+
+
+CompanionSample ArcadeTutorialS
+
+
+
+
+
+
+
+
+
+
+
+
+
+Arcada
+
+C-obina-t
+
+
+
+Search
+
+
+Results found: 37
+
+
+Show all
+
+
+Object folder: C:\HomeHDK\build\objects
+
+Search Criteria
+
+
+■J] Objeot ID •/ Objeot
+
+
+V Metadata 7 Components
+
+
+J Resources
+Localization
+
+
+Searching for Objects
+
+You can search for an object using their object ID, name, resources, metadata, components, and localization data.
+To run a search:
+
+1. Specify the criteria you require in the search field at the bottom of the Object Search panel:
+
+
+
+You can enter full or partial search terms. For example, to search for a ’Knight Table’ furniture item, check the Object
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+box and type the following:
+
+
+• ’Knight Table’: Returns items with ’Knight Table’ in their name.
+
+• ’Knight’: Returns objects with the term ’Knight’ in their name.
+
+• ’Table’: Returns objects with the word ’Table’ in their name.
+
+
+
+Common PS Home terms such as ’Table’ return a long list of results.
+
+
+2. To run an ’or’ search or wildcard search, you can use the following characters:
+
+• A semicolon (;) - acts as an ’or’ term. You can tell the Object Editor to search for objects with one term OR
+
+another. For example, ’chair ; table’ returns all objects that are either chairs or tables.
+
+• A percent sign (%) - allows you to ignore any content between search terms. For example, if you know an object ID
+
+begins with CB3 and ends with OB, enter ’ CB3 % OB’ as a search term. The search returns all matching objects.
+
+
+Search Examples
+
+The following table shows some examples of full and partial search terms that you might use for different search criteria:
+
+
+Criteria
+
+Full term
+
+Partial term
+
+Object ID
+
+xxxxxxxd-fdxxxxxxxx-xxxxxxdd
+
+xd
+
+Object
+
+Oval Table
+
+Oval Tab
+
+Resources
+
+AwesomeThumbnail_1. png
+
+meThumb
+
+Metadata
+
+Table
+
+Tab
+
+Components
+
+Furniture
+
+Furn
+
+Localization
+
+Tavolo
+
+avo
+
+
+When you enter a search term, all the items that match the search criteria are displayed in the Object Search panel. The following
+image shows the results for a search for the Simon mini-game sample:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Object Search
+
+
+
+
+Simon
+
+
+Search
+Show all
+
+Object folder: C: HomeHDK\build\objects
+
+Search Criteria
+
+p] Object ID J] Object 7 Resources
+
+[71 Metadata [7] Components [71 Localization
+
+
+simon
+
+Results found: 1
+
+
+The following image shows results for a partial search, _en, which returns all of the objects with the Lua Environment component
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Object Search
+
+
+
+
+Collision Callback RepertoineSarmpleM...
+Example
+
+
+Dynamic Lighting
+
+
+
+
+Osk Example
+
+
+
+Entity States Sample
+
+
+
+Entity .Animation
+Blending
+
+
+
+Results found : 43
+
+
+Show aJJ
+
+
+Object folder: C:\HomeH DK\hui ^objects
+
+
+Search Criteria
+
+
+Object ID
+
+
+Metadata
+
+
+Object
+
+Components
+
+
+Resources
+
+Localization
+
+
+Editing Multiple Objects
+
+Using the Object Editor, you can edit certain properties for several objects at once.
+
+
+
+Note that:
+
+
+• You cannot multiple delete content. For example, you cannot remove a component
+objects simultaneously. You must do this with each object individually.
+
+• When you multiple edit metadata, thumbnails and age ratings, you overwrite any
+age rating information that existed on any of the objects previously. There is
+overwriting.
+
+
+or resource from several
+
+metadata, thumbnails and
+no way to stop the
+
+
+You can multiple edit the following properties:
+
+• ThumbnaiIs
+
+• Age Ratings
+
+• Components
+
+• Resources
+
+• Metadata
+
+• Localization default language
+
+
+To edit multiple objects at once:
+
+1. Hold down the Ctrl key and select those objects that you want to edit in the Object Search panel or the HDK Project panel.
+
+2. Edit the objects as you would for a single object.
+
+
+3.
+
+
+Click the Save All button
+
+
+
+in the toolbar or select File > Save All after making a change.
+
+
+If you do not select a save all option, a dialog is displayed, asking you to save each object in the
+multiple edit. This means that, if you edit 100 objects, you will be asked 100 times if you want to save
+the object.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Completing the Object Header
+
+
+Every object must have a header. The header contains basic information about the object that is displayed in PS Home to the
+users, and important localization information.
+
+To complete the header in the Object Editor:
+
+
+1. In the Object View panel, select the Header component.
+
+2. In the Properties panel, enter the author of the object in the author field. This field is never displayed in PS Home
+
+
+Properties
+
+
+□
+
+
+□ Header
+
+
+author
+
+
+description
+
+help_text
+
+name
+
+object_version
+Publisher
+template
+tern pi ate_vers ion
+□ Misc
+legal
+
+
+kDesc
+
+'kName
+
+1.0
+
+
+(Collection)
+
+
+author
+
+The author of the object
+
+
+3. If required, select the description for the object from the description drop-down list. The list is provided by importing
+the localization file for the object. See Localizing Objects.
+
+4. Add text to be displayed in the contextual help system for your mini-game or realtime game objects in the help_text field.
+Use this field to display useful and accurate information about what the user is interacting with in the game. As for the
+description field, you must add the text to the localisation. xml file, then reference it here. If you leave this field
+blank, no help is displayed.
+
+
+9 This field supports only mini-game and realtime game objects. If you add help text for any other type of
+object, you get the following message: "Object has an entry for ’help_text’ but does not have a mini_game
+or a realtime_game component".
+
+
+5. If required, select the name for the object from the name drop-down list. The list is provided by importing the
+localization file for the object.
+
+6. If the object has a version, enter the iteration in the object_version field. A game launch object uses this property to
+determine which version of the PlayStation®3 game title it supports.
+
+7. Enter the name of the publisher in the Publisher field. The name is visible to users when purchasing the item, and when
+they select the item and then select the About option.
+
+
+Character Limits
+
+Information about the object must not exceed the maximum number of characters:
+
+
+Information Maximum Characters
+
+
+Author
+
+Author information is not included in the object packaging, so there is no memory limit, but be
+reasonable with what you enter.
+
+Object Description
+
+4,096 bytes
+
+Help Text
+
+No hard character limit as the limit depends on the amount of available memory in the OSD memory pool.
+However, for contextual help to be useful it needs to be succinct (but not so brief as to be ambiguous
+or obscure).
+
+Object display name
+
+128 bytes
+
+Publisher Name (can
+also appear as
+’Company Name’)
+
+128 bytes
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Entitlement ID
+
+32 bytes
+
+Category ID
+
+57 bytes
+
+Product ID
+
+49 bytes
+
+Element field
+
+40 bytes
+
+Thumbnail
+
+Publisher/Small/Large
+image URL
+
+256 bytes each
+
+
+$ Character limits are in bytes, which is the UTF8-encoded string size for the field.
+
+
+Example
+
+The following example shows the author heading, and provides a brief explanation of characters per byte. For a full list, see HDK
+Tools Validations.
+
+author is restricted to string lengths totaling 127 bytes. The number of characters available varies depending on the characters
+being used, due to UTF-8 encoding. For example, Chinese characters normally require three bytes to encode, so in Chinese
+characters, 127 bytes is approximately 42 characters.
+
+description has a maximum of 4095 bytes, which is approximately 1365 Chinese characters.
+
+
+© Descriptions support new lines in the form of ’ ¥n’,
+descriptions.
+
+
+which is particularly useful for developers entering Japanese
+
+
+
+
+
+
+
+
+
+
+^''"Object View
+
+
+^ X
+
+
+j Components
+
+
+El
+
+
+3
+
+
+Header
+
+
+Lua Environment
+j Network
+j Event Timer
+3 OSD
+
+
+Properties
+
+El Header
+
+
+author
+
+Martin Wong
+
+description
+
+Object Description
+
+help_text
+
+
+name
+
+Object Name
+
+1 object_version
+
+
+Publisher
+
+Sony Computer Entertainment
+
+template
+
+
+tern plate_vers ion
+
+
+E Misc
+
+
+legal
+
+{Collection]
+
+
+Object Summary
+
+¥ X
+
+Game Launching Sample
+
+0 C (MMMMXMMMJOWMW-OO(MMMMMHMJODO018
+
+
+
+
+Demonstrates custom menus via Osd Api
+
+
+
+Properties
+
+E Header
+
+
+author
+
+Martin Wong
+
+description
+
+Object Description
+
+hdpjext
+
+
+t j name
+
+Object Name
+
+objeot_version
+
+leaend_hide
+
+Publisher
+
+legend_createCancei
+
+template
+
+game Mude2
+
+tern plate_vers ion
+
+game Model
+menu _G a me Mode
+
+E Misc
+
+Object Description
+
+legal
+
+Object Name
+
+
+Working with Object Components
+
+You can add components to and delete components from single objects.
+
+For more information on editing multiple objects, see Multiple Objects Editing.
+
+For a list of invalid component combinations, see HDK Tools Validations.
+
+Adding a Component
+
+To add a component to a single object in the Object Editor:
+
+1. Click Add New Component in the toolbar or select Object > Add New Component : The Add Component dialog
+listing all the available components:
+
+
+is displayed,
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+2. Select the required component, then click Add.
+
+
+
+To select more than one component, hold down the Ctrl key while making your selection.
+
+
+The component you added is displayed in the Object View panel under Components
+
+
+Object View
+
+
+□
+
+
+] Components
+l±l Header
+
+
+0 -
+
+
+.Active Item
+
+
+| Resources
+| Localisation
+j Metadata
+
+
+Editing a Component
+
+After you have added a component to your object, you can edit its properties. Select the component in the Object View panel to
+display its properties in the Properties panel.
+
+The following example shows the Network component, which requires several Lua functions registered against certain events common
+to the network framework:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Properties
+
+
+
+□ Misc
+
+
+| 3uto_replic3te
+
+| False cf
+
+definition
+
+networkjoinl
+
+on_bag_c rested
+
+DnBagCneatedO
+
+on_bag_deleted
+
+On Bag Deleted O'
+
+on_message_received
+
+On Received MessageO
+
+auto_repi'Ecate
+
+Choose whether the object should be automatically replicated to..
+
+
+Repeat this process for each component, as necessary, until the object you are creating meets the required criteria.
+For more information on each component, see Object Component Properties
+
+
+Deleting a Component
+
+
+To delete a component:
+
+
+1 .
+
+2 .
+
+
+select the component in the Object View panel.
+Do one of the following:
+
+
+Click the Delete button
+
+
+
+in the toolbar.
+
+
+Press the Delete key on your keyboard.
+Se I ect Object > Delete Component.
+
+
+Object Component Properties
+
+Components define how the object is treated and what resources are allocated for the object by the client. Certain scripting
+resources are available to an object only when it contains the relevant component. For example, the controller Pad scripting
+library is available only if the Pad component is included. This saves memory by only allocating the resources that are needed
+for each object.
+
+Not all component combinations are currently supported. However, additional component combinations will be developed in the
+future. For a list of invalid component combinations, see HDK Tools Validations.
+
+
+The Object Editor’s packaging tool checks component combinations. When it finds invalid combinations, it stops
+the packaging process, and lists the conflicting components.
+
+
+For information on how to add components, see Working with Object Components.
+
+
+Callbacks
+
+Several components have callbacks in their properties that can call a function in an attached script when a certain event occurs
+in PS Home. For example, the on_update callback calls the specified function on each frame update.
+
+Callbacks affect the object’s performance in PS Home, so do not specify empty functions. For example, an object’s Lua Script
+contains the function:
+
+
+function OnLocalPlayerLeave()
+end
+
+
+This function does nothing, but it is specified in the Mini Game component’s properties:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Properties
+□ Misc
+
+is_a I lowed_c hat_bu bble_c ha nge
+
+is_a I lowed Ja bel_c ha nge
+
+joinjype
+
+nethVork_session
+
+on_add_playsr
+
+on_ca njoca l_playerJoi n
+
+on_custom_exit_menu_option_selected
+
+onjoca I _player_ joi n
+
+
+onjoca l_pl ayerjeave
+
+
+onjoca l_player_u pdate_ga meplay
+
+on_remove_player
+
+on_render
+
+on_send_welcoms_message
+
+on_update
+
+session size
+
+
+False
+
+False
+
+normal
+
+True
+
+
+On Local PlayerLeaveQ
+
+
+2
+
+
+a
+
+
+With these settings, whenever a local player leaves the mini-game, the client calls the function OnLocalPlayerLeave (), but as
+it does nothing, it wastes processing time and adversely affects the mini-game’s performance.
+
+For callbacks such as onjocalplayerjeave the effects may not be noticeable, but on callbacks that occur more frequently, such as
+on_render, on_update, the effects can be significant.
+
+
+Object Component Types
+
+
+
+
+
+With many components, such as the Scene Object component, the button to the left of the localization buttons (
+enabled to allow you to add more of that type of component to the object. After adding the component, select one of the
+parameters (boolean, string, enum, numeric). The button changes to Add a new parameter, which allows you to add a default
+parameter to your object.
+
+
+is
+
+
+Objects consisting of furniture or clothing should have already been created and exported using the HDK DCC tools, so they should
+already comprise those components. In some cases however, you might want to extend the interactive functionality of these type
+objects using additional components.
+
+
+The following table lists the objects that you can edit in the Object Editor:
+
+
+Component
+
+Name
+
+Description
+
+Active
+
+Item
+
+An active item is an item of furniture that can have a script attached.
+
+All active items need a Furniture component as well as an Active Item component. However, they lose furniture
+behavior (for example, seating or lighting behavior). To regain furniture behavior, you must script it.
+
+Arcade
+
+Game
+
+Subscribes to the ArcadeGame library and related functionality common to most interactive 2D content. Also
+registers an update/tick function.
+
+Camera
+
+Subscribes to the Camera library and related functionality.
+
+Clothing
+
+Registers an object as a clothing item, along with its associated model and texture resources.
+
+
+Do not create clothing objects in the Object Editor. Create them using the DCC tool (Maya) and export them. After
+valid and successful export from the DCC tool, you can you edit the objects in the Object Editor.
+
+Entity
+
+Subscribes to the Entity library and related functionality common to most non-furniture/non-clothing 3D models.
+
+Event
+
+Timer
+
+Registers a Lua function to be triggered every X milliseconds.
+
+Furniture
+
+Registers an object as a furniture item, along with its associated model, texture and collision resources.
+
+
+Do not create furniture objects in the Object Editor. Create them using the DCC tool (Maya) and export them. After
+valid and successful export from the DCC tool, you can you edit the objects in the Object Editor.
+
+Game
+
+Launch
+
+Subscribes to the game launching framework with access to the GameLaunch and GameLaunchExporter libraries.
+
+See Additional Game Launching Information.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Game
+
+Launch
+
+Properties
+
+Allows the object to launch a PlayStation®3 title without using the Home Game Launching framework. Use the Lua API
+function System.ExecTitle to launch the title. If session management is required then you need to develop this
+yourself within the Lua script. Otherwise, use the Game Launch component instead to take advantage of the Home Game
+Launching framework. The Game Launch Properties component does not itself have properties. For more information,
+see Launching From Mini-games.
+
+Game
+
+Spawner
+
+Required for an arcade cabinet, or to make a mini-game an active item.
+
+Group
+
+Adds the Group Lua library to the object. This library is used to query the status and details of the user’s group
+or form/join a group if they are not already in one.
+
+Group
+
+Door
+
+Adds the GroupDoor Lua library to the object. This library allows new Group Doors to be created and entered.
+
+Light
+
+Add the Dynamic Light Lua library and related functionality to the object.
+
+Lua
+
+Enviroment
+
+Registers a Lua environment as an integral part of an object. This gives you access to most of the libraries in the
+Lua API (apart from the scene library where only objects owned by the scene are granted permission to use it,
+including scene objects (including embedded active items) and mini-game objects. Scene Scripting also has access to
+the scene library). Certain libraries require specific components to be added to the object:
+
+• Pad
+
+• Entity
+
+• OutboundMessage
+
+• ReceivedMessage
+
+• NetPropertyBag
+
+• Camera
+
+• GameLaunch libraries
+
+• Light
+
+• Osd
+
+• Renderer
+
+• Sprite
+
+• SpriteAnim
+
+• Repertoire
+
+• Rewards
+
+• Screen
+
+• Portable
+
+• Active
+
+• ArcadeGame
+
+Memory
+
+Slots
+
+Allows custom memory slots to be defined for the object. These memory slots can be referred to in the object’s Lua
+scripts to load resources in to specific memory pools. For more information about memory slots see Object Memory
+Controls.
+
+Mini Game
+
+Subscribes to the MiniGame library and related functions common to most interactive 3D content. Also registers an
+update or tick function.
+
+Network
+
+Subscribes to the network framework with access to the following libraries:
+
+• NetPropertyBag
+
+• OutboundMessage
+
+• ReceivedMessage
+
+OSD
+
+Subscribes to the OSD framework with access to the following libraries:
+
+• Osd
+
+• OsdBasicChip
+
+• OsdBasicSingleGraphic
+
+• OsdBasicText
+
+• OsdObject
+
+• OsdSelectionParent
+
+• OsdTextLines
+
+• OsdTextPanel
+
+Pad
+
+Subscribes to Pad library for dealing with pad buttons.
+
+Particles
+
+Currently only environment effects are supported, not object particle effects.
+
+Real Time
+Game
+
+Subscribes to the RTGame and RTGameObject libraries. It allows the object to support realtime gaming.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Renderer
+
+Subscribes to the Renderer framework for dealing 2D rendering support in full screen and gains access to libraries:
+
+• Renderer
+
+• Sprite
+
+• SpriteAnim
+
+Resource
+
+Pack
+
+Allows use of the Resource Pack system. Both a Resource Pack object and an object which uses Resource Packs
+requires this component.
+
+Repertoire
+
+Gives the mini-game, realtime game, or FullBodySuit access to the Repertoire Editor, allowing you to add custom
+avatar animations. This component is only compatible with mini-games, realtime games or FullBodySuit.
+
+Rig
+
+Registers object with applicable body types and other skeleton-related properties for clothing.
+
+Scene
+
+Object
+
+Allows an object to be embedded within a scene. Also provides access to instance parameters.
+
+Scene
+
+Transition
+
+Adds the sceneTransition Lua library to the object. This library is used to script custom transition sequences
+between scenes.
+
+Screen
+
+Subscribes to the screen library for rendering media onto 2D surfaces.
+
+System
+
+This component does nothing. Do not use.
+
+Targetable
+
+Registers a Lua function to call when an object is activated by a character.
+
+
+Additional Game Launching Information
+
+The component reference above is supplemented in this section in relation to creating game launching objects:
+
+
+Component
+
+Name
+
+Description
+
+Lua
+
+Environment
+
+Adding this component assigns the object a Lua environment for scripting. The name of the file is denoted by the
+