Raw binary user data on objects is available to plug-in developers through the object model as the UserDataBlob object. You can attach a user data blob to any object that supports the SceneItem.AddProperty method.
The UserDataBlob is similar to the UserDataMap, but supports storing object level binary data rather than per-component binary data. For example, if some user data is meant to apply to every point in a vertex cluster then it should be stored in a UserDataBlob, whereas, if the user data is meant to apply only to a single vertex, it should be stored at the correct index in a UserDataMap.
C++ Example: Applying a UserDataBlob to the scene root
// C++ example (using the C++ API) giving an overview of applying user data
// to a scene object (the scene root)
using namespace XSI;
Application app ;
Model root = app.GetActiveSceneRoot();
UserDataBlob myBlob ;
root.AddProperty( L"UserDataBlob", false, L"udb", myBlob ) ;
// This is the structure that we would like to save inside Softimage
struct ExampleData
{
double x ;
int y ;
int z ;
} ;
// Save the structure
ExampleData data ;
data.x = 90.1 ;
data.y = 12 ;
data.z = 14 ;
myBlob.PutValue( (unsigned char*)&data, sizeof( ExampleData ) ) ;
// Retrieve the structure again
unsigned char * pBuffer = NULL ;
unsigned int cntBuffer = 0 ;
myBlob.GetValue( pBuffer, cntBuffer ) ;
// We can conveniently read the contents of the user data
// by casting back to the structure
ExampleData * pData = (ExampleData*)pBuffer ;
// Update our structure based on what is already on the userdatablob
data.x = 3.15 + pData->x ;
data.y = 12 + pData->y ;
data.z = 0 ;
// Save our updated values
myBlob.PutValue( (unsigned char*)&data, sizeof( ExampleData ) ) ;