This reference page is linked to from the following overview topics: FBX Scenes, Merging Two Scenes, List of Python Fbx classes.
#include <fbxcharacter.h>
A Character is a person or animal with pre-defined skeleton system.
The skeleton system is composed of multiple named node (skeleton). This class contains all methods to setup an exported character or query information on an imported character. This class also contains some methods for manipulating the FbxCharacterLink, FbxControlSet
The most important part of a FbxCharacter is the FbxCharacterLink. There is one FbxCharacterLink for each characterized node. For more information see FbxCharacterLink class documentation.
Definition at line 91 of file fbxcharacter.h.
| enum EInputType |
Character input type.
Definition at line 103 of file fbxcharacter.h.
| enum EGroupId |
Define ID for character groups that contains multiple character nodes.
Definition at line 113 of file fbxcharacter.h.
| enum ENodeId |
Define ID for each character node.
Definition at line 133 of file fbxcharacter.h.
{
eHips,
eLeftHip,
eLeftKnee,
eLeftAnkle,
eLeftFoot,
eRightHip,
eRightKnee,
eRightAnkle,
eRightFoot,
eWaist,
eChest,
eLeftCollar,
eLeftShoulder,
eLeftElbow,
eLeftWrist,
eRightCollar,
eRightShoulder,
eRightElbow,
eRightWrist,
eNeck,
eHead,
eLeftHipRoll,
eLeftKneeRoll,
eRightHipRoll,
eRightKneeRoll,
eLeftShoulderRoll,
eLeftElbowRoll,
eRightShoulderRoll,
eRightElbowRoll,
eSpine2,
eSpine3,
eSpine4,
eSpine5,
eSpine6,
eSpine7,
eSpine8,
eSpine9,
eLeftThumbA,
eLeftThumbB,
eLeftThumbC,
eLeftIndexA,
eLeftIndexB,
eLeftIndexC,
eLeftMiddleA,
eLeftMiddleB,
eLeftMiddleC,
eLeftRingA,
eLeftRingB,
eLeftRingC,
eLeftPinkyA,
eLeftPinkyB,
eLeftPinkyC,
eRightThumbA,
eRightThumbB,
eRightThumbC,
eRightIndexA,
eRightIndexB,
eRightIndexC,
eRightMiddleA,
eRightMiddleB,
eRightMiddleC,
eRightRingA,
eRightRingB,
eRightRingC,
eRightPinkyA,
eRightPinkyB,
eRightPinkyC,
eReference,
eLeftFloor,
eRightFloor,
eHipsTranslation,
eProps0,
eProps1,
eProps2,
eProps3,
eProps4,
eGameModeParentLeftHipRoll,
eGameModeParentLeftKnee,
eGameModeParentLeftKneeRoll,
eGameModeParentRightHipRoll,
eGameModeParentRightKnee,
eGameModeParentRightKneeRoll,
eGameModeParentLeftShoulderRoll,
eGameModeParentLeftElbow,
eGameModeParentLeftElbowRoll,
eGameModeParentRightShoulderRoll,
eGameModeParentRightElbow,
eGameModeParentRightElbowRoll,
eLeftUpLegRoll,
eLeftLegRoll,
eRightUpLegRoll,
eRightLegRoll,
eLeftArmRoll,
eLeftForeArmRoll,
eRightArmRoll,
eRightForeArmRoll,
eLeftHandFloor,
eRightHandFloor,
eLeftHand,
eRightHand,
eNeck1,
eNeck2,
eNeck3,
eNeck4,
eNeck5,
eNeck6,
eNeck7,
eNeck8,
eNeck9,
eLeftInHandThumb,
eLeftThumbD,
eLeftInHandIndex,
eLeftIndexD,
eLeftInHandMiddle,
eLeftMiddleD,
eLeftInHandRing,
eLeftRingD,
eLeftInHandPinky,
eLeftPinkyD,
eLeftInHandExtraFinger,
eLeftExtraFingerA,
eLeftExtraFingerB,
eLeftExtraFingerC,
eLeftExtraFingerD,
eRightInHandThumb,
eRightThumbD,
eRightInHandIndex,
eRightIndexD,
eRightInHandMiddle,
eRightMiddleD,
eRightInHandRing,
eRightRingD,
eRightInHandPinky,
eRightPinkyD,
eRightInHandExtraFinger,
eRightExtraFingerA,
eRightExtraFingerB,
eRightExtraFingerC,
eRightExtraFingerD,
eLeftInFootThumb,
eLeftFootThumbA,
eLeftFootThumbB,
eLeftFootThumbC,
eLeftFootThumbD,
eLeftInFootIndex,
eLeftFootIndexA,
eLeftFootIndexB,
eLeftFootIndexC,
eLeftFootIndexD,
eLeftInFootMiddle,
eLeftFootMiddleA,
eLeftFootMiddleB,
eLeftFootMiddleC,
eLeftFootMiddleD,
eLeftInFootRing,
eLeftFootRingA,
eLeftFootRingB,
eLeftFootRingC,
eLeftFootRingD,
eLeftInFootPinky,
eLeftFootPinkyA,
eLeftFootPinkyB,
eLeftFootPinkyC,
eLeftFootPinkyD,
eLeftInFootExtraFinger,
eLeftFootExtraFingerA,
eLeftFootExtraFingerB,
eLeftFootExtraFingerC,
eLeftFootExtraFingerD,
eRightInFootThumb,
eRightFootThumbA,
eRightFootThumbB,
eRightFootThumbC,
eRightFootThumbD,
eRightInFootIndex,
eRightFootIndexA,
eRightFootIndexB,
eRightFootIndexC,
eRightFootIndexD,
eRightInFootMiddle,
eRightFootMiddleA,
eRightFootMiddleB,
eRightFootMiddleC,
eRightFootMiddleD,
eRightInFootRing,
eRightFootRingA,
eRightFootRingB,
eRightFootRingC,
eRightFootRingD,
eRightInFootPinky,
eRightFootPinkyA,
eRightFootPinkyB,
eRightFootPinkyC,
eRightFootPinkyD,
eRightInFootExtraFinger,
eRightFootExtraFingerA,
eRightFootExtraFingerB,
eRightFootExtraFingerC,
eRightFootExtraFingerD,
eLeftCollarExtra,
eRightCollarExtra,
eNodeIdCount
};
| enum EOffAutoUser |
Definition at line 339 of file fbxcharacter.h.
| enum EAutoUser |
Definition at line 346 of file fbxcharacter.h.
| enum EPostureMode |
Definition at line 352 of file fbxcharacter.h.
| enum EFloorPivot |
Definition at line 359 of file fbxcharacter.h.
| enum ERollExtractionMode |
Definition at line 367 of file fbxcharacter.h.
| enum EHipsTranslationMode |
Definition at line 374 of file fbxcharacter.h.
| enum EFootContactType |
Definition at line 381 of file fbxcharacter.h.
| enum EHandContactType |
Definition at line 390 of file fbxcharacter.h.
| enum EFingerContactMode |
| eFingerContactModeSticky | |
| eFingerContactModeSpread | |
| eFingerContactModeStickySpread | |
| eFingerContactModeCount |
Definition at line 399 of file fbxcharacter.h.
| enum EContactBehaviour |
Definition at line 407 of file fbxcharacter.h.
| enum EPropertyUnit |
| ePropertyNoUnit | |
| ePropertyPercent | |
| ePropertySecond | |
| ePropertyCentimeter | |
| ePropertyDegree | |
| ePropertyEnum | |
| ePropertyReal |
Definition at line 415 of file fbxcharacter.h.
| enum EErrorCode |
Definition at line 426 of file fbxcharacter.h.
{
eInternalError,
eErrorCount
};
| void Reset | ( | ) |
Reset to default values.
| void SetInput | ( | EInputType | pInputType, |
| FbxObject * | pInputObject =
NULL |
||
| ) |
Set input type and index.
| pInputType | Input type. |
| pInputObject | Pointer to input character if input type equals
eInputCharacter, otherwise NULL. |
| EInputType GetInputType | ( | ) | const |
Get input type.
| FbxObject* GetInputObject | ( | ) | const |
Get input actor or character.
Null, depending on the input type.
Null pointer if the input object has not been set,
or if the input type is not set to eInputCharacter.| bool SetCharacterLink | ( | ENodeId | pCharacterNodeId, |
| const FbxCharacterLink & | pCharacterLink, | ||
| bool | pUpdateObjectList =
true |
||
| ) |
Associate a character link to a given character node ID.
If a character link already exists for this character node ID, the character link will be removed.
| pCharacterNodeId | Character node ID. |
| pCharacterLink | Character link. |
| pUpdateObjectList | Set to true to update the object list (default
value). |
true if successful, false
otherwise.| bool GetCharacterLink | ( | ENodeId | pCharacterNodeId, |
| FbxCharacterLink * | pCharacterLink =
NULL |
||
| ) | const |
Get a character link associated with a given character node ID.
| pCharacterNodeId | ID of character node requested. |
| pCharacterLink | Optional pointer to receive the character link if function succeeds. |
true if successful, false
otherwise.| FbxControlSet& GetControlSet | ( | ) | const |
Get control set associated with the character.
| static int GetCharacterGroupCount | ( | EGroupId | pCharacterGroupId | ) | [static] |
Get number of elements in a given character group.
| pCharacterGroupId | Character group ID. |
Get character node ID of an element in a given character group.
| pCharacterGroupId | Character group ID. |
| pIndex | Character index ID. |
| static char* GetCharacterGroupNameByIndex | ( | EGroupId | pCharacterGroupId, |
| int | pIndex | ||
| ) | [static] |
Get character node name of an element in a given character group.
| pCharacterGroupId | Character group ID. |
| pIndex | Character index ID. |
| static int GetCharacterGroupVersionByIndex | ( | EGroupId | pCharacterGroupId, |
| int | pIndex | ||
| ) | [static] |
Get character node version of an element in a given character group.
| pCharacterGroupId | Character group ID. |
| pIndex | Character index ID. |
| static bool FindCharacterGroupIndexByName | ( | const char * | pName, |
| bool | pForceGroupId, | ||
| EGroupId & | pCharacterGroupId, | ||
| int & | pIndex | ||
| ) | [static] |
Find the character group index associated with a given character node name.
| pName | Character node name. |
| pForceGroupId | Set to true to force the character group ID. |
| pCharacterGroupId | Receives character group ID. |
| pIndex | Receives character index ID. |
true if successful, otherwise
false.| static bool GetCharacterGroupIndexByElement | ( | ENodeId | pCharacterNodeId, |
| EGroupId & | pCharacterGroupId, | ||
| int & | pIndex | ||
| ) | [static] |
Get character node group and index of a given character node ID.
| pCharacterNodeId | Character node ID. |
| pCharacterGroupId | if the Character node ID is found, the method returns the group ID through this parameter |
| pIndex | if the Character node ID is found, the method returns the index through this parameter |
true if successful, false
otherwise.| static bool GetCharacterGroupVersionByElement | ( | ENodeId | pCharacterNodeId, |
| int & | pVersion | ||
| ) | [static] |
Get character node version of a given character node ID.
| pCharacterNodeId | Character node ID to get version. |
| pVersion | if the node ID is found, the method returns the version through this parameter |
true if successful, false
otherwise.| static bool GetCharacterNodeNameFromNodeId | ( | ENodeId | pCharacterNodeId, |
| char *& | pName | ||
| ) | [static] |
Get character node name associated with a given character node ID.
| pCharacterNodeId | Character node ID to get name. |
| pName | if the node ID is found, the method returns the node name through this parameter Since the Pointer points to internal data, it is not necessary to allocate a string buffer before calling this function. |
true if a name exists for the given node ID.| static bool GetCharacterNodeIdFromNodeName | ( | const char * | pName, |
| ENodeId & | pCharacterNodeId | ||
| ) | [static] |
Get the character node ID associated with a given character node name.
| pName | Character node name to get node ID. |
| pCharacterNodeId | if the node name is found, this method returns the node ID through this parameter |
true if a node ID exists for the given node
name.Definition at line 548 of file fbxcharacter.h.
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