Softimage SDK Programmer's Guide > Working with the SDK > Storing Custom (User) Data >

# Attaching Binary User Data to Objects

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 ) ) ;