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# FbxPose Class Reference

This reference page is linked to from the following overview topics: Supported Scene Elements, List of Python Fbx classes.

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## Detailed Description

This class contains the description of a Pose and provide some methods to access Pose info in one FBX scene.

The FbxPose object can be setup to hold "Bind Pose" data or "Rest Pose" data.

The Bind Pose holds the transformation (translation, rotation and scaling) matrix of all the nodes implied in a link deformation. This includes the geometry being deformed, the links deforming the geometry, and recursively all the ancestors nodes of the link. The Bind Pose gives you the transformation of the nodes at the moment of the binding operation when no deformation occurs.

The Rest Pose is a snapshot of a node transformation. A Rest Pose can be used to store the position of every node of a character at a certain point in time. This pose can then be used as a reference position for animation tasks, like editing walk cycles.

One difference between the two modes is in the validation performed before adding an item and the kind of matrix stored.

In "Bind Pose" mode, the matrix is assumed to be defined in the global space, while in "Rest Pose" the type of the matrix may be specified by the caller. So local system matrices can be used. Actually, because there is one such flag for each entry (FbxPoseInfo), it is possible to have mixed types in a FbxPose elements. It is therefore the responsibility of the caller to check for the type of the retrieved matrix and to do the appropriate conversions if required.

The validation of the data to be added consists of the following steps:

- If this FbxPose object stores "Bind Poses", then add a FbxPoseInfo only if the node is not already associated to another "Bind Pose". This check is done by visiting ALL the FbxPose objects in the system.

The above test is only performed for the "Bind Pose" type. While the next one is always performed, no matter what kind of poses this FbxPose object is setup to hold.

- If a node is already inserted in the FbxPose internal list, then the passed matrix MUST be equal to the one already stored. If this is not the case, the Add method will return -1, indicating that no new FbxPoseInfo has been created.

If the Add method succeeds, it will return the index of the FbxPoseInfo structure that as been created and held by the FbxPose object.

To ensure data integrity, the stored information can only be accessed using the provided methods (read-only). If an entry needs to be modified, the caller has to remove the FbxPoseInfo item by calling Remove(i) and then Add a new one.

The internal list is not ordered and the search inside this list is linear (from the first element to ... the first match or the end of the list).

Definition at line 96 of file fbxpose.h.

`#include <fbxpose.h>`

Inheritance diagram for FbxPose:
[legend]

List of all members.

## Public Member Functions
void | SetIsBindPose (bool pIsBindPose)
| Set the type of pose.
bool | IsBindPose () const
| Pose identifier flag.
bool | IsRestPose () const
| Pose identifier flag.
int | GetCount () const
| Get number of stored items.
int | Add (FbxNode *pNode, const FbxMatrix &pMatrix, bool pLocalMatrix=false, bool pMultipleBindPose=true)
| Stores the pose transformation for the given node.
void | Remove (int pIndex)
| Remove the pIndexth item from the Pose object.
FbxNameHandler | GetNodeName (int pIndex) const
| Get the node name.
FbxNode * | GetNode (int pIndex) const
| Get the node.
const FbxMatrix & | GetMatrix (int pIndex) const
| Get the transform matrix.
bool | IsLocalMatrix (int pIndex) const
| Get the type of the matrix.
## Protected Member Functions
virtual void | Construct (const FbxPose *pFrom)
virtual void | Destruct (bool pRecursive)
| Optional destructor override, automatically called by default destructor.
virtual void | ConstructProperties (bool pForceSet)
| Optional property constructor override, automatically called by default constructor.
virtual FbxObject & | Copy (const FbxObject &pObject)
| Copy an object content into this object.
virtual const char * | GetTypeName () const
bool | ValidateParams (const FbxNode *pNode, const FbxMatrix &pMatrix, int &pPos)
bool | LocalValidateParams (const FbxNode *pNode, const FbxMatrix &pMatrix, int &pPos)
## Static Protected Member Functions
static bool | GetSpecificPoseContaining (int poseType, FbxScene *pScene, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
## Search Section
enum | ENameComponent { eInitialNameComponent = 1, eCurrentNameComponent = 2, eAllNameComponents = 3 }
| This structure defines the strategy of comparing FBX node name. More...
int | Find (const FbxNameHandler &pNodeName, char pCompareWhat=eAllNameComponents) const
| Look in the FbxPose object for the given node name.
int | Find (const FbxNode *pNode) const
| Look in the FbxPose object for the given node.
## Utility Section
bool | IsValidBindPose (FbxNode *pRoot, double pMatrixCmpTolerance=0.0001, FbxStatus *pStatus=NULL)
| Check this BindPose and report an error if all the conditions to a valid bind pose are not met.
bool | IsValidBindPoseVerbose (FbxNode *pRoot, NodeList &pMissingAncestors, NodeList &pMissingDeformers, NodeList &pMissingDeformersAncestors, NodeList &pWrongMatrices, double pMatrixCmpTolerance=0.0001, FbxStatus *pStatus=NULL)
| Same as IsValidBindPose() but slower because it will not stop as soon as a failure occurs.
bool | IsValidBindPoseVerbose (FbxNode *pRoot, FbxUserNotification *pUserNotification, double pMatrixCmpTolerance=0.0001, FbxStatus *pStatus=NULL)
| Same as IsValidBindPose() but slower because it will not stop as soon as a failure occurs.
static bool | GetPosesContaining (FbxManager &pManager, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of Poses objects that contain the node with name pNodeName.
static bool | GetPosesContaining (FbxScene *pScene, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of Poses objects that contain the node with name pNodeName.
static bool | GetBindPoseContaining (FbxManager &pManager, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of BindPose objects that contain the node with name pNodeName.
static bool | GetBindPoseContaining (FbxScene *pScene, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of BindPose objects that contain the node with name pNodeName.
static bool | GetRestPoseContaining (FbxManager &pManager, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of RestPose objects that contain the node with name pNodeName.
static bool | GetRestPoseContaining (FbxScene *pScene, FbxNode *pNode, PoseList &pPoseList, FbxArray< int > &pIndex)
| Get the list of RestPose objects that contain the node with name pNodeName.

## Member Enumeration Documentation

enum ENameComponent

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This structure defines the strategy of comparing FBX node name.

FBX node has an initial name and a current name (refer to FbxNameHandler). The structure defines which name to use when compare two nodes.

Enumerator:

  eInitialNameComponent | Search for all occurrences
  eCurrentNameComponent | use initial name when compare two nodes Search for all occurrences
  eAllNameComponents | use current name when compare two nodes Search for all occurrences

Definition at line 172 of file fbxpose.h.

            {
                eInitialNameComponent = 1,
                eCurrentNameComponent = 2,
                eAllNameComponents = 3
            };

## Member Function Documentation

void SetIsBindPose | ( | bool | pIsBindPose | ) |

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Set the type of pose.

Parameters:

  pIsBindPose | If true, type will be bind pose, else rest pose.

bool IsBindPose | ( |  | ) | const`[inline]`

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Pose identifier flag.

Returns:
  `true` if this object holds BindPose data.

Definition at line 109 of file fbxpose.h.

    { return mType == 'b'; }

bool IsRestPose | ( |  | ) | const`[inline]`

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Pose identifier flag.

Returns:
  `true` if this object holds RestPose data.

Definition at line 114 of file fbxpose.h.

    { return mType == 'r'; }

int GetCount | ( |  | ) | const`[inline]`

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Get number of stored items.

Returns:
  The number of items stored.

Definition at line 119 of file fbxpose.h.

    { return mPoseInfo.GetCount(); }

int Add | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pMatrix,
|  | bool | pLocalMatrix = `false`,
|  | bool | pMultipleBindPose = `true`
| ) |  |

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Stores the pose transformation for the given node.

Parameters:

  pNode | pointer to the node for which the pose is stored.
  pMatrix | Pose transform of the node.
  pLocalMatrix | Flag to indicate if pMatrix is defined in Local or Global space.
  pMultipleBindPose | Flag to indicate if multiple bind pose exist. If this is false, all matrix for one node should be same in different bind pose.

Returns:
  -1 if the function failed or the index of the stored item.

void Remove | ( | int | pIndex | ) |

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Remove the pIndexth item from the Pose object.

Parameters:

  pIndex | Index of the item to be removed.

FbxNameHandler GetNodeName | ( | int | pIndex | ) | const

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Get the node name.

Parameters:

  pIndex | Index of the queried item.

Returns:
  The node initial and current names.

Remarks:
  If the index is invalid an empty FbxNameHandler is returned.

FbxNode* GetNode | ( | int | pIndex | ) | const

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Get the node.

Parameters:

  pIndex | Index of the queried item.

Returns:
  A pointer to the node referenced.

Remarks:
  If the index is invalid or no pointer to a node is set, returns NULL. The returned pointer will become undefined if the FbxPose object is destroyed.

const FbxMatrix& GetMatrix | ( | int | pIndex | ) | const

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Get the transform matrix.

Parameters:

  pIndex | Index of the queried item.

Returns:
  A reference to the pose matrix.

Remarks:
  If the index is invalid a reference to an identity matrix is returned. The reference will become undefined if the FbxPose object is destroyed.

bool IsLocalMatrix | ( | int | pIndex | ) | const

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Get the type of the matrix.

Parameters:

  pIndex | Index of the queried item.

Returns:
  `true` if the matrix is defined in the Local coordinate space and false otherwise.

Remarks:
  If the FbxPose object is configured to hold BindPose data, this method will always return `false`.

int Find | ( | const FbxNameHandler & | pNodeName,
|  | char | pCompareWhat = `eAllNameComponents`
| ) |  | const

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Look in the FbxPose object for the given node name.

Parameters:

  pNodeName | Name of the node we are looking for.
  pCompareWhat | Bitwise or of the following flags: INTIALNAME_COMPONENT, eCurrentNameComponent

Returns:
  -1 if the node is not in the list. Otherwise, the index of the corresponding FbxPoseInfo element.

int Find | ( | const FbxNode * | pNode | ) | const

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Look in the FbxPose object for the given node.

Parameters:

  pNode | the node we are looking for.

Returns:
  -1 if the node is not in the list. Otherwise, the index of the corresponding FbxPoseInfo element.

static bool GetPosesContaining | ( | FbxManager & | pManager,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of Poses objects that contain the node with name pNodeName.

This method will look in all the poses of all the scenes.

Parameters:

  pManager | The manager owning the poses and scenes.
  pNode | The node being explored.
  pPoseList | List of BindPoses/RestPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding poses lists.

Returns:
  `true` if the node belongs to at least one Pose (either a BindPose or a RestPose).

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

static bool GetPosesContaining | ( | FbxScene * | pScene,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of Poses objects that contain the node with name pNodeName.

Parameters:

  pScene | Scene owning the poses.
  pNode | The node being explored.
  pPoseList | List of BindPoses/RestPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding poses lists.

Returns:
  `true` if the node belongs to at least one Pose (either a BindPose or a RestPose).

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

static bool GetBindPoseContaining | ( | FbxManager & | pManager,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of BindPose objects that contain the node with name pNodeName.

This method will look in all the bind poses of all the scenes.

Parameters:

  pManager | The manager owning the poses.
  pNode | The node being explored.
  pPoseList | List of BindPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding bind poses lists.

Returns:
  `true` if the node belongs to at least one BindPose.

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

static bool GetBindPoseContaining | ( | FbxScene * | pScene,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of BindPose objects that contain the node with name pNodeName.

Parameters:

  pScene | The scene owning the poses.
  pNode | The node being explored.
  pPoseList | List of BindPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding bind poses lists.

Returns:
  `true` if the node belongs to at least one BindPose.

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

static bool GetRestPoseContaining | ( | FbxManager & | pManager,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of RestPose objects that contain the node with name pNodeName.

This method will look in all the bind poses of all the scenes.

Parameters:

  pManager | The manager owning the poses.
  pNode | The node being explored.
  pPoseList | List of RestPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding rest poses lists.

Returns:
  `true` if the node belongs to at least one RestPose.

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

static bool GetRestPoseContaining | ( | FbxScene * | pScene,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static]`

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Get the list of RestPose objects that contain the node with name pNodeName.

Parameters:

  pScene | The scene owning the poses.
  pNode | The node being explored.
  pPoseList | List of RestPoses that have the node.
  pIndex | List of indices of the nodes in the corresponding rest poses lists.

Returns:
  `true` if the node belongs to at least one RestPose.

Remarks:
  The pPoseList and pIndex are filled by this method. The elements of the returned list must not be deleted since they still belong to the scene.

bool IsValidBindPose | ( | FbxNode * | pRoot,
|  | double | pMatrixCmpTolerance = `0.0001`,
|  | FbxStatus * | pStatus = `NULL`
| ) |  |

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Check this BindPose and report an error if all the conditions to a valid bind pose are not met.

The conditions are:

- a) We are a BindPose.
- b) For every node in the bind pose, all their parent node are part of the bind pose.
- c) All the deforming nodes are part of the bind pose.
- d) All the parents of the deforming nodes are part of the bind pose.
- e) Each deformer relative matrix correspond to the deformer Inv(bindMatrix) * deformed Geometry bindMatrix.

Parameters:

  pRoot | This node is used as the stop point when visiting the parents (cannot be NULL).
  pMatrixCmpTolerance | Tolerance value when comparing the matrices.
  pStatus | The FbxStatus object to hold error codes.

Returns:
  true if all the above conditions are met and false otherwise.

Remarks:
  If the returned value is false, querying for the error will return the reason of the failure. As soon as one of the above conditions is not met, this method return ignoring any subsequent errors. Run the IsBindPoseVerbose if more details are needed.

bool IsValidBindPoseVerbose | ( | FbxNode * | pRoot,
|  | NodeList & | pMissingAncestors,
|  | NodeList & | pMissingDeformers,
|  | NodeList & | pMissingDeformersAncestors,
|  | NodeList & | pWrongMatrices,
|  | double | pMatrixCmpTolerance = `0.0001`,
|  | FbxStatus * | pStatus = `NULL`
| ) |  |

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Same as IsValidBindPose() but slower because it will not stop as soon as a failure occurs.

Instead, keeps running to accumulate the faulty nodes (stored in the appropriate array). It is then up to the caller to fill the UserNotification if desired.

Parameters:

  pRoot | This node is used as the stop point when visiting the parents (cannot be NULL).
  pMissingAncestors | Each ancestor missing from the BindPose is added to this list.
  pMissingDeformers | Each deformer missing from the BindPose is added to this list.
  pMissingDeformersAncestors | Each deformer ancestors missing from the BindPose is added to this list.
  pWrongMatrices | Nodes that yield to a wrong matrix comparisons are added to this list.
  pMatrixCmpTolerance | Tolerance value when comparing the matrices.
  pStatus | The FbxStatus object to hold error codes.

bool IsValidBindPoseVerbose | ( | FbxNode * | pRoot,
|  | FbxUserNotification * | pUserNotification,
|  | double | pMatrixCmpTolerance = `0.0001`,
|  | FbxStatus * | pStatus = `NULL`
| ) |  |

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Same as IsValidBindPose() but slower because it will not stop as soon as a failure occurs.

Instead, keeps running to accumulate the faulty nodes and send them directly to the UserNotification.

Parameters:

  pRoot | This node is used as the stop point when visiting the parents (cannot be NULL).
  pUserNotification | Pointer to the user notification where the messages will be accumulated.
  pMatrixCmpTolerance | Tolerance value when comparing the matrices.
  pStatus | The FbxStatus object to hold error codes.

Remarks:
  If the pUserNotification parameter is NULL, this method will call IsValidBindPose().

virtual void Construct | ( | const FbxPose * | pFrom | ) | `[protected, virtual]`

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virtual void Destruct | ( | bool | pRecursive | ) | `[protected, virtual]`

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Optional destructor override, automatically called by default destructor.

Parameters:

  pRecursive | If true, children objects should be destroyed as well.

Remarks:
  In case it is decided to override this function, do not forget to call ParentClass::Destruct(pResursive) at the end.

Reimplemented from FbxObject.

virtual void ConstructProperties | ( | bool | pForceSet | ) | `[protected, virtual]`

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Optional property constructor override, automatically called by default constructor.

Parameters:

  pForceSet | If the property value must be set regardless of default value.

Remarks:
  If your object have properties, they must be initialized in this function.

Reimplemented from FbxObject.

virtual FbxObject& Copy | ( | const FbxObject & | pObject | ) | `[protected, virtual]`

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Copy an object content into this object.

Parameters:

  pObject | The source object to copy data from.

Returns:
  Returns the destination object being modified by the source.

Remarks:
  This function replace the assignment operator (operator=). It will copy all property values and the name. Connections are NOT copied.

Reimplemented from FbxObject.

virtual const char* GetTypeName | ( |  | ) | const`[protected, virtual]`

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Reimplemented from FbxObject.

bool ValidateParams | ( | const FbxNode * | pNode,
|  | const FbxMatrix & | pMatrix,
|  | int & | pPos
| ) |  | `[protected]`

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bool LocalValidateParams | ( | const FbxNode * | pNode,
|  | const FbxMatrix & | pMatrix,
|  | int & | pPos
| ) |  | `[protected]`

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static bool GetSpecificPoseContaining | ( | int | poseType,
|  | FbxScene * | pScene,
|  | FbxNode * | pNode,
|  | PoseList & | pPoseList,
|  | FbxArray< int > & | pIndex
| ) |  | `[static, protected]`

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The documentation for this class was generated from the following file:

- fbxsdk/scene/fbxpose.h

FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose
FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose FbxPose