A kit in modo 501 and later versions is a collection of configs, resource images, scripts, plug-ins and content that add a specific set of features to modo. Ideally this is a unified feature set that a user would want to install or uninstall as a unit.
modo finds kits when it searches for configs on startup, and any such directory can contain kits. This includes user:Configs, content:Kits and the main resource directory.
Defining a Kit
A kit is a sub-directory containing a file called index.cfg. This is a normal config file but with a slightly different preamble containing the name of the kit.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName"> [...] </configuration>
The kit name is an internal name (alphanumeric and underscore only, starting with a letter), and must be globally unique. A alias is automatically created for refering to the kit directory, and is called kit_name.
Specific kits can be included or excluded on specific system types. For example, this kit only loads on the PC.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName" and="nt"> [...] </configuration>
This one will load in 32-bit modo and on any Mac.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName" and="app32" or="mac"> [...] </configuration>
The boolean operators are ungrouped and are simply applied in order. Forms like !x86 can also be used for a negative test. The supported keys are:
- app32 -- 32-bit application on any platform
- app64 -- 64-bit application on any platform
- osx, mac -- Macintosh platform
- win, nt -- Windows platform
- x86 -- 32-bit Windows
- x64 -- 64-bit Windows
It's possible to limit kits to specific version or release numbers. This kit will only load in in a version late enough to have a required bug fix. (The xml-safe characters "[" and "]" stand in for the less-than and greater-than operators. "=" also works.)
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName" and="ver]40345"> [...] </configuration>
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName" and="rel=501"> [...] </configuration>
Referencing Other Files
The index.cfg file is the only config file read by default. It can contain all the resources for the kit, or it can import other resources by placing them in a sub-directory of the kit and referencing that with an import directive in the index config.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName"> <import>resrc</import> [...] </configuration>
Alternately, the index can import specific resource files.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName"> <import>icons.cfg</import> <import>forms.cfg</import> [...] </configuration>
The kit can also contain plug-ins, which can be found by putting them into a subdirectory and adding auto-scan directives for 32 and/or 64 bits.
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName"> <atom type="Extensions32"> <list type="AutoScan">extra</list> </atom> <atom type="Extensions64"> <list type="AutoScan">extra</list> </atom> [...] </configuration>
If the kit contains both Windows plug-ins -- which are compiled separately for 32 and 64 bit -- and Mac fat binaries containing code for both architectures, they can be referenced this way:
<?xml version="1.0" encoding="UTF-8"?> <configuration kit="kitName"> <atom type="Extensions32"> <list type="AutoScan">win32</list> <list type="AutoScan">mac</list> </atom> <atom type="Extensions64"> <list type="AutoScan">win64</list> <list type="AutoScan">mac</list> </atom> [...] </configuration>
The mac plug-ins will be ignored on Windows and vice-versa.
Scripts can also be referenced from kits. This is done by defining an alias to the script. If the script is in the root of the kit's directory, nothing beyond the script's name is needed.
<atom type="ScriptSystem"> <hash type="ScriptAlias" key="myScript">doit.pl"</hash> <hash type="ScriptAlias" key="myScript2">dir/doi2t.pl"</hash> </atom>
Once defined, the script alias can be used in place of the path to the script. For example, "@myScript" will execute the above script at "doit.pl", automatically taking into account the alias and the kit's location (or more specifically, the location of the config that the alias is defined in). This will work if the script is called directly by the user (say, from a key mapping they created) or if it is called from within the kit itself.
It is recommended that all scripts used within kits use script aliases to ensure that attempts by the user to map the script to a key will work correctly. An alternative is to execute the script more directly through the kit's path alias, but the script alias is cleaner.
Image resources can also be accessed with relative paths. The image name for an image resource can be relative to the directory that contains the config file making the resource declaration. This fragment defines an icon that could be used for an item type. The key for the image resource has to be globally unique.
<atom type="UIElements"> <hash type="image" key="testKit_icons">icon.tga</hash> <hash type="Icon" key="item.val.test.texture"> <atom type="Source">testKit_icons</atom> <atom type="Location">0 0 13 13</atom> </hash> </atom>
Users can also import a kit directory to modo's preset browser through the kit config file. This allows preset items contained within the kit to appear within modo's preset browser without the need to manually add the directory. Each identified directory should be followed with a sequential index number. This fragment will add the folders "MyMaterials" and "MyMeshes" contained in the testKit root folder to modo's preset browser.
<atom type="DirBrowser"> <hash type="ClientPath" key="presetChoice@kit_testKit:MyMaterials">1</hash> <hash type="ClientPath" key="presetChoice@kit_testKit:MyMeshes">2</hash> </atom>
Installing a Kit
Making Installers for modo Kits on OS X
modo Kits installers are created using PackageMaker, which is installed with the Developer Tools at
In the case of Kits, all we need to do to install the Kit is copy it into the content directory (at root level)
and that's it.Note that PackageMaker will create any or all of this path as needed and will not affect any currently existing folders (it's non-destructive).
We'll start by setting up a project folder.Create a folder (anywhere) called MyKitInstaller.This will be our working folder where we build the installer.
Within MyKitInstaller, create the empty folder hierarchy that is where the Kit should be placed in content directory as explained above.In this case, it would be
Now put your Kit files in myKit (your index.cfg and all other folders & files that make up your Kit).
Now it's time to make the installer itself.
Launch PackageMaker.You will be greeted with an initial window that looks like the following.You should enter in a suitable value for field using reverse-domain notation.Then select what the oldest version of Mac OS X you want your installer to be able to run on.
Now we'll set the Requirements for our installer.From the default initial project you'll only need to set the name and change the Install Destination fields.The important one is Install Destination - we want it to be System volume.Basically, our installer is going to contain a mirror of the final path to our installer and non-destructively extract that into /Library/Application Support/.That's all we're going to need to do for this top level setting.It should now look something like this:
Now we'll add our payload.Drag and Drop the Luxology folder you set up (the one containing kit) onto the Contents area.PackageMaker should look like this:
The first thing we need to do is make a change to the Configuration tab so switch to it and make sure "Require admin authentication" is off.Now we'll switch to the Contents tab and make sure the "Include root in package" option is selected.It's a good idea to also click on the "Apply Recommendations" button to fix any ownership problems with your payload.
At this point, you should have a functional installer.Save it into your myKitInstaller dir (or wherever).Now clicking Build will actually generate the installer itself (Build and Run of course does just that).
The last thing you probably want to do is edit the interface the user sees.Clicking on the Edit Interface button brings up a window allowing you to add Read Me, License, background art and a message.You can load a text file or simply type in the message.The interface is very straightforward the actual steps for doing these tasks will not be covered but it looks like this: