This reference page is linked to from the following overview topics: Animation Classes and their Interrelationships, Cameras, What is Autodesk FBX Technology?, Animating a Node, Geometry, Migrating to the New Data Structures for Animation, Your First FBX SDK Program, Meshes, Materials and Textures, Nodes and the Scene Graph, Meshes, Supported Scene Elements, FBX Scenes, Information and Technical Support, Using Python FBX with Eclipse, Instancing - Sharing a Mesh, Merging Two Scenes, Materials, FBX SDK Object Model, FBX Nodes, Managing Memory with the FBX SDK Manager, Textures, List of Python Fbx classes, Transformation Data, FBX Properties, Computing Transformation Matrices, Connections, Evaluating the Animation in a Scene, FBX Node Attributes, Layered Textures, Lights.
#include <fbxnode.h>
Represents an element in the scene graph.
A scene graph is a tree of FbxNode objects. The tree management services are self contained in this class.
Besides the tree management, this class defines all the properties required to describe the position of the object in the scene. This information include the basic Translation, Rotation and Scaling properties and the more advanced options for pivots, limits, and IK joints attributes such the stiffness and dampening.
When it is first created, the FbxNode object is "empty" (i.e: it is an object without any graphical representation that only contains the position information). In this state, it can be used to represent parents in the node tree structure but not much more. The normal use of this type of objects is to add them an attribute that will specialize the node (see the "Node Attribute Management" section).
The node attribute is an object in itself and is connected to the the FbxNode. This also means that the same node attribute can be shared among multiple nodes. FbxCamera, FbxLight, FbxMesh, etc... are all node attributes and they all derive from the base class FbxNodeAttribute.
Camera/main.cxx, Common/GeometryUtility.cxx, Common/GeometryUtility.h, ExportDocument/main.cxx, ExportScene01/main.cxx, ExportScene02/main.cxx, ExportScene03/main.cxx, ExportScene04/main.cxx, ExportScene05/main.cxx, ExportShader/main.cxx, ImportScene/DisplayAnimation.cxx, ImportScene/DisplayAnimation.h, ImportScene/DisplayCamera.cxx, ImportScene/DisplayCamera.h, ImportScene/DisplayGenericInfo.cxx, ImportScene/DisplayHierarchy.cxx, ImportScene/DisplayHierarchy.h, ImportScene/DisplayLight.cxx, ImportScene/DisplayLight.h, ImportScene/DisplayLodGroup.cxx, ImportScene/DisplayLodGroup.h, ImportScene/DisplayMarker.cxx, ImportScene/DisplayMarker.h, ImportScene/DisplayMaterial.cxx, ImportScene/DisplayMesh.cxx, ImportScene/DisplayMesh.h, ImportScene/DisplayNurb.cxx, ImportScene/DisplayNurb.h, ImportScene/DisplayPatch.cxx, ImportScene/DisplayPatch.h, ImportScene/DisplayPivotsAndLimits.cxx, ImportScene/DisplayPivotsAndLimits.h, ImportScene/DisplaySkeleton.cxx, ImportScene/DisplaySkeleton.h, ImportScene/main.cxx, Instances/main.cxx, Layers/main.cxx, MyOwnWriterReader/MyOwnReader.cxx, MyOwnWriterReader/MyOwnWriter.cxx, MyOwnWriterReader/MyOwnWriter.h, Normals/main.cxx, Pivot/main.cxx, ProceduralTexture/main.cxx, StereoCamera/main.cxx, Transformations/main.cxx, UI_Examples/CubeCreator/SDK_Utility.cxx, UI_Examples/CubeCreator/SDK_Utility.h, UI_Examples/CubeCreator/UI.cxx, UI_Examples/SceneTreeView/SDK_Utility.cxx, UI_Examples/SceneTreeView/SDK_Utility.h, UI_Examples/SceneTreeView/UI.cxx, UserProperties/main.cxx, UVSample/main.cxx, ViewScene/DrawScene.cxx, ViewScene/DrawScene.h, ViewScene/GetPosition.cxx, ViewScene/GetPosition.h, ViewScene/SceneContext.cxx, ViewScene/SceneContext.h, and ViewScene/SetCamera.cxx.
Public Member Functions |
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| bool | GetAnimationInterval (FbxTimeSpan &pInterval, FbxAnimStack *pAnimStack=NULL, int pAnimLayerId=0) |
| Find out start and end time of the animation
curves for this node (and its children). |
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Node Tree Management
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| FbxNode * | GetParent () |
| Get the parent node. |
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| const FbxNode * | GetParent () const |
| bool | AddChild (FbxNode *pNode) |
| Add a child node and its underlying node
tree. |
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| FbxNode * | RemoveChild (FbxNode *pNode) |
| Remove the child node. |
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| int | GetChildCount (bool pRecursive=false) const |
| Get the number of children nodes. |
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| FbxNode * | GetChild (int pIndex) |
| Get child by index. |
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| const FbxNode * | GetChild (int pIndex) const |
| Get child by index. |
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| FbxNode * | FindChild (const char *pName, bool pRecursive=true, bool pInitial=false) |
| Finds a child node by name. |
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Node Target Management
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The FbxNode class allows the client to set a "follow" target node. This target forces the node to re-align itself so it points to the target. By default, the node uses its X axis as the aiming constraint. A rotation offset can be added to change this behavior. While the default relative orientation to the target (the X axis) is sufficient for the FBX cameras (with a (0,0,0) rotation vector, they are aiming along the X axis), this rotation offset becomes particularly useful with the lights objects because their default orientation (when they have a 0,0,0 rotation vector) is to point along the -Y axis and they need to be adjusted with a 90-degree offset on the Z axis. The FbxNode class also permits the use of node to define an Up-vector. By default, the node's up vector points towards the Up node. If the Up node is not specified, then the node's Up vector points towards the Y axis. Here too, a rotation offset can be added to change the default behavior. Of course, these offsets can be applied to anything, not only the cameras and lights.
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| void | SetTarget (FbxNode *pNode) |
| The target must be part of the same scene
and it cannot be itself. |
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| FbxNode * | GetTarget () const |
| Get the target for this node. |
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| void | SetPostTargetRotation (FbxVector4 pVector) |
| Set rotation offset from default relative
orientation to target. |
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| FbxVector4 | GetPostTargetRotation () const |
| Get rotation offset from default relative
orientation to target. |
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| void | SetTargetUp (FbxNode *pNode) |
| The target up node must be part of the same
scene and it cannot be itself. |
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| FbxNode * | GetTargetUp () const |
| Get the target up node. |
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| void | SetTargetUpVector (FbxVector4 pVector) |
| Set up vector offset from default relative
target up vector. |
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| FbxVector4 | GetTargetUpVector () const |
| Get up vector offset from default relative
target up vector. |
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Node Attribute Management
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| FbxNodeAttribute * | SetNodeAttribute (FbxNodeAttribute *pNodeAttribute) |
| Set the node attribute. |
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| FbxNodeAttribute * | GetNodeAttribute () |
| Get the default node attribute. |
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| const FbxNodeAttribute * | GetNodeAttribute () const |
| Get the default node attribute. |
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| int | GetNodeAttributeCount () const |
| Get the number of node attribute(s)
connected to this node. |
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| int | GetDefaultNodeAttributeIndex () const |
| Get the index, in the list of connected node
attributes, of the node attribute that is set to be the default
one. |
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| bool | SetDefaultNodeAttributeIndex (int pIndex, FbxStatus *pStatus=NULL) |
| Set index of the default node attribute.
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| FbxNodeAttribute * | GetNodeAttributeByIndex (int pIndex) |
| Get the connected node attribute by
specifying its index in the connection list. |
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| const FbxNodeAttribute * | GetNodeAttributeByIndex (int pIndex) const |
| Get the connected node attribute by
specifying its index in the connection list. |
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| int | GetNodeAttributeIndex (FbxNodeAttribute *pNodeAttribute, FbxStatus *pStatus=NULL) const |
| Get the connection index of the specified
node attribute. |
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| bool | AddNodeAttribute (FbxNodeAttribute *pNodeAttribute, FbxStatus *pStatus=NULL) |
| Add the new node attribute to this node.
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| FbxNodeAttribute * | RemoveNodeAttribute (FbxNodeAttribute *pNodeAttribute) |
| Remove the node attribute from the
connection list of this node. |
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| FbxNodeAttribute * | RemoveNodeAttributeByIndex (int pIndex) |
| Remove the node attribute, specified by the
connection index, from the connection list of this node. |
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| FbxCachedEffect * | GetCachedEffect () |
| Get the default node attribute casted to a
FbxCachedEffect pointer. |
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| FbxLODGroup * | GetLodGroup () |
| Get the default node attribute casted to a
FbxLODGroup pointer.
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| FbxNull * | GetNull () |
| Get the default node attribute casted to a
FbxNull
pointer. |
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| FbxMarker * | GetMarker () |
| Get the node attribute casted to a FbxMarker
pointer. |
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| FbxSkeleton * | GetSkeleton () |
| Get the node attribute casted to a
FbxSkeleton pointer. |
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| FbxGeometry * | GetGeometry () |
| Get the node attribute casted to a
FbxGeometry pointer. |
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| FbxMesh * | GetMesh () |
| Get the node attribute casted to a FbxMesh pointer.
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| FbxNurbs * | GetNurbs () |
| Get the node attribute casted to a FbxNurbs
pointer. |
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| FbxNurbsSurface * | GetNurbsSurface () |
| Get the node attribute casted to a FbxNurbsSurface
pointer. |
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| FbxNurbsCurve * | GetNurbsCurve () |
| Get the node attribute casted to a
FbxNurbsCurve pointer. |
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| FbxLine * | GetLine () |
| Get the node attribute casted to a FbxLine pointer.
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| FbxTrimNurbsSurface * | GetTrimNurbsSurface () |
| Get the node attribute casted to a
FbxTrimNurbsSurface pointer. |
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| FbxSubDiv * | GetSubdiv () |
| Get the node attribute casted to a FbxSubDiv
pointer. |
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| FbxPatch * | GetPatch () |
| Get the node attribute casted to a FbxPatch
pointer. |
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| FbxCamera * | GetCamera () |
| Get the node attribute casted to a
FbxCamera pointer. |
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| const FbxCamera * | GetCamera () const |
| FbxCameraStereo * | GetCameraStereo () |
| Get the node attribute casted to a
FbxCameraStereo pointer. |
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| FbxCameraSwitcher * | GetCameraSwitcher () |
| Get the node attribute casted to a
FbxCameraSwitcher pointer. |
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| FbxLight * | GetLight () |
| Get the node attribute casted to a
FbxLight pointer. |
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| const FbxLight * | GetLight () const |
| FbxOpticalReference * | GetOpticalReference () |
| Get the node attribute casted to a
FbxOpticalReference pointer. |
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Transformation propagation
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This set of functions provides direct access to the transformation propagations settings of the FbxNode. These settings determine how transformations must be applied when evaluating a node's transformation matrix. The possible values are:
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| void | SetTransformationInheritType (FbxTransform::EInheritType pInheritType) |
| Sets how child transforms are inherited from
parent transforms. |
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| void | GetTransformationInheritType (FbxTransform::EInheritType &pInheritType) const |
| Get transformation inherit type. |
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Node Transform Evaluation
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| FbxAMatrix & | EvaluateGlobalTransform (FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false) |
| Returns this node's global transformation
matrix at the specified time. |
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| FbxAMatrix & | EvaluateLocalTransform (FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false) |
| Returns this node's local transformation
matrix at the specified time. |
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| FbxVector4 & | EvaluateLocalTranslation (FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false) |
| Returns this node's LclTranslation property
at the specified time. |
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| FbxVector4 & | EvaluateLocalRotation (FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false) |
| Returns this node's LclRotation property at
the specified time. |
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| FbxVector4 & | EvaluateLocalScaling (FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false) |
| Returns this node's LclScaling property at
the specified time. |
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Character Link
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| int | GetCharacterLinkCount () const |
| Get number of character links. |
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| bool | GetCharacterLink (int pIndex, FbxCharacter **pCharacter, int *pCharacterLinkType, int *pNodeId, int *pNodeSubId) |
| Get character link at given index. |
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| int | FindCharacterLink (FbxCharacter *pCharacter, int pCharacterLinkType, int pNodeId, int pNodeSubId) const |
| Looks if the given character link exists on
this node. |
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Material Management
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| int | AddMaterial (FbxSurfaceMaterial *pMaterial) |
| Add a material to this node. |
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| bool | RemoveMaterial (FbxSurfaceMaterial *pMaterial) |
| Remove a material from this node. |
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| int | GetMaterialCount () const |
| FbxSurfaceMaterial * | GetMaterial (int pIndex) const |
| Access a material on this node. |
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| void | RemoveAllMaterials () |
| Remove all materials applied to this node.
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| int | GetMaterialIndex (const char *pName) const |
| Find an applied material with the given
name. |
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Public Attributes |
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Public and fast access Properties
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| FbxPropertyT< FbxDouble3 > | LclTranslation |
| This property contains the translation
information of the node. |
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| FbxPropertyT< FbxDouble3 > | LclRotation |
| This property contains the rotation
information of the node. |
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| FbxPropertyT< FbxDouble3 > | LclScaling |
| This property contains the scaling
information of the node. |
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| FbxPropertyT< FbxDouble > | Visibility |
| This property contains the visibility
information of the node. |
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| FbxPropertyT< FbxBool > | VisibilityInheritance |
| This property contains the visibility
inheritance flag that allow applications to modify the Visibility
property interpretation. |
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| FbxPropertyT< EFbxQuatInterpMode > | QuaternionInterpolate |
| This property contains the quaternion
interpolate flag of the node. |
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| FbxPropertyT< FbxDouble3 > | RotationOffset |
| This property contains the rotation offset
information of the node. |
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| FbxPropertyT< FbxDouble3 > | RotationPivot |
| This property contains the rotation pivot
information of the node. |
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| FbxPropertyT< FbxDouble3 > | ScalingOffset |
| This property contains the scaling offset
information of the node. |
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| FbxPropertyT< FbxDouble3 > | ScalingPivot |
| This property contains the scaling pivot
information of the node. |
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| FbxPropertyT< FbxBool > | TranslationActive |
| This property enables or disables the limit
on translation. |
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| FbxPropertyT< FbxDouble3 > | TranslationMin |
| This property sets the minimum translation
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxDouble3 > | TranslationMax |
| This property sets the maximum translation
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxBool > | TranslationMinX |
| This property enables or disables the limit
on translation X. |
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| FbxPropertyT< FbxBool > | TranslationMinY |
| This property enables or disables the limit
on translation Y. |
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| FbxPropertyT< FbxBool > | TranslationMinZ |
| This property enables or disables the limit
on translation Z. |
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| FbxPropertyT< FbxBool > | TranslationMaxX |
| This property enables or disables the limit
on translation X. |
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| FbxPropertyT< FbxBool > | TranslationMaxY |
| This property enables or disables the limit
on translation Y. |
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| FbxPropertyT< FbxBool > | TranslationMaxZ |
| This property enables or disables the limit
on translation Z. |
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| FbxPropertyT< EFbxRotationOrder > | RotationOrder |
| This property contains the rotation order
information of the node. |
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| FbxPropertyT< FbxBool > | RotationSpaceForLimitOnly |
| This property contains the rotation space
for limit only flag of the node. |
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| FbxPropertyT< FbxDouble > | RotationStiffnessX |
| This property contains the x value of the
rotation stiffness of the node. |
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| FbxPropertyT< FbxDouble > | RotationStiffnessY |
| This property contains the y value of the
rotation stiffness of the node. |
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| FbxPropertyT< FbxDouble > | RotationStiffnessZ |
| This property contains the z value of the
rotation stiffness of the node. |
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| FbxPropertyT< FbxDouble > | AxisLen |
| This property contains axis length
information of the node. |
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| FbxPropertyT< FbxDouble3 > | PreRotation |
| This property contains pre-rotation
information of the node. |
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| FbxPropertyT< FbxDouble3 > | PostRotation |
| This property contains post-rotation
information of the node. |
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| FbxPropertyT< FbxBool > | RotationActive |
| This property enables or disables the limit
on rotation. |
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| FbxPropertyT< FbxDouble3 > | RotationMin |
| This property sets the minimum rotation
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxDouble3 > | RotationMax |
| This property sets the maximum rotation
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxBool > | RotationMinX |
| This property enables or disables the limit
on rotation X. |
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| FbxPropertyT< FbxBool > | RotationMinY |
| This property enables or disables the limit
on rotation Y. |
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| FbxPropertyT< FbxBool > | RotationMinZ |
| This property enables or disables the limit
on rotation Z. |
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| FbxPropertyT< FbxBool > | RotationMaxX |
| This property enables or disables the limit
on rotation X. |
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| FbxPropertyT< FbxBool > | RotationMaxY |
| This property enables or disables the limit
on rotation Y. |
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| FbxPropertyT< FbxBool > | RotationMaxZ |
| This property enables or disables the limit
on rotation Z. |
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| FbxPropertyT < FbxTransform::EInheritType > |
InheritType |
| This property contains inherit type
information of the node. |
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| FbxPropertyT< FbxBool > | ScalingActive |
| This property enables or disables the limit
on scaling. |
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| FbxPropertyT< FbxDouble3 > | ScalingMin |
| This property sets the minimum scaling
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxDouble3 > | ScalingMax |
| This property sets the maximum scaling
values the object can occupy on each individual axis. |
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| FbxPropertyT< FbxBool > | ScalingMinX |
| This property activates or disables the
limit on scaling X. |
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| FbxPropertyT< FbxBool > | ScalingMinY |
| This property enables or disables the limit
on scaling Y. |
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| FbxPropertyT< FbxBool > | ScalingMinZ |
| This property enables or disables the limit
on scaling Z. |
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| FbxPropertyT< FbxBool > | ScalingMaxX |
| This property enables or disables the limit
on scaling X. |
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| FbxPropertyT< FbxBool > | ScalingMaxY |
| This property enables or disables the limit
on scaling Y. |
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| FbxPropertyT< FbxBool > | ScalingMaxZ |
| This property enables or disables the limit
on scaling Z. |
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| FbxPropertyT< FbxDouble3 > | GeometricTranslation |
| This property contains geometric translation
information of the node. |
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| FbxPropertyT< FbxDouble3 > | GeometricRotation |
| This property contains geometric rotation
information of the node. |
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| FbxPropertyT< FbxDouble3 > | GeometricScaling |
| This property contains geometric scaling
information of the node. |
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| FbxPropertyT< FbxDouble > | MinDampRangeX |
| This property contains the x component of
the minimum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MinDampRangeY |
| This property contains the y component of
the minimum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MinDampRangeZ |
| This property contains the z component of
the minimum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampRangeX |
| This property contains the x component of
the maximum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampRangeY |
| This property contains the y component of
the maximum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampRangeZ |
| This property contains the z component of
the maximum damp range angles of the node. |
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| FbxPropertyT< FbxDouble > | MinDampStrengthX |
| This property contains the x component of
the minimum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | MinDampStrengthY |
| This property contains the y component of
the minimum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | MinDampStrengthZ |
| This property contains the z component of
the minimum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampStrengthX |
| This property contains the x component of
the maximum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampStrengthY |
| This property contains the y component of
the maximum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | MaxDampStrengthZ |
| This property contains the z component of
the maximum damp strength of the node. |
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| FbxPropertyT< FbxDouble > | PreferedAngleX |
| This property contains the x component of
the preferred angle of the node. |
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| FbxPropertyT< FbxDouble > | PreferedAngleY |
| This property contains the y component of
the preferred angle of the node. |
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| FbxPropertyT< FbxDouble > | PreferedAngleZ |
| This property contains the z component of
the preferred angle of the node. |
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| FbxPropertyT< FbxReference > | LookAtProperty |
| This property contains lookat property of
the node. |
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| FbxPropertyT< FbxReference > | UpVectorProperty |
| This property contains the up vector
property of the node. |
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| FbxPropertyT< FbxBool > | Show |
| This property contains the show information
of the node. |
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| FbxPropertyT< FbxBool > | NegativePercentShapeSupport |
| This property contains negative percent
shape support information of the node. |
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| FbxPropertyT< FbxInt > | DefaultAttributeIndex |
| This property contains default attribute
index information of the node. |
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| FbxPropertyT< FbxBool > | Freeze |
| This property contains manipulation state
information of the node. |
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| FbxPropertyT< FbxBool > | LODBox |
| This property contains level of detail mode
information of the node. |
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Node Display Parameters |
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| enum | EShadingMode
{ eHardShading, eWireFrame, eFlatShading, eLightShading, eTextureShading, eFullShading } |
| Shading modes. More... |
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| void | SetVisibility (bool pIsVisible) |
| Set the node Visibility value from the
boolean parameter. |
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| bool | GetVisibility () const |
| Get the current value of the Visibility
property. |
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| void | SetShadingMode (EShadingMode pShadingMode) |
| Set the shading mode. |
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| EShadingMode | GetShadingMode () const |
| Get the shading mode. |
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Pivot Management |
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Pivots are used to specify translation, rotation and scaling centers in coordinates relative to a node's origin. A node has two pivot contexts defined by the EPivotSet enumeration. The node's animation data can be converted from one pivot context to the other. Each context can be set to be either active or passive (reference). By default the two pivot contexts are passive. They need to be active to be processed during the evaluation of the node final transformation matrix. In its passive state, a pivot context can still be accessed to retrieve its content for any other required purpose. Each pivot context stores values (as FbxVector4) for:
- Rotation offset (Roff)
- Rotation pivot (Rp)
- Pre-rotation (Rpre)
- Post-rotation (Rpost)
- Scaling offset (Soff)
- Scaling pivot (Sp)
- Geometric translation (Gt)
- Geometric rotation (Gr)
- Geometric scaling (Gs)
These values combine in the matrix form to compute the World transform of the node
using the formula:
World = ParentWorld * T * Roff * Rp * Rpre * R * Rpost * Rp-1 * Soff * Sp * S * Sp-1
The geometric transformation (Gt * Gr * Gs) is applied only to the node attribute and after the node transformations. This transformation is not inherited across the node hierarchy.
The application of the pivots is performed by calling the method ConvertPivotAnimation(). Typically, you set-up the eDestinationPivot context to match what your system can directly support and leave at (0,0,0) the attributes that are not supported by your system. When the values of a specific attribute in the two contexts (source and destination) are identical, the system considers that no adjustment is required because the attribute is directly supported in the destination world. Below is an example of code that shows how the pivot information could be setup before calling ConvertPivotAnimation(). FbxVector4 lZero(0,0,0); FbxVector4 lOne(1,1,1); pNode->SetPivotState(FbxNode::eSourcePivot, FbxNode::ePivotActive); pNode->SetPivotState(FbxNode::eDestinationPivot, FbxNode::ePivotActive); EFbxRotationOrder lRotationOrder; pNode->GetRotationOrder(FbxNode::eSourcePivot , lRotationOrder); pNode->SetRotationOrder(FbxNode::eDestinationPivot , lRotationOrder); //For cameras and lights (without targets) let's compensate the postrotation. if( pNode->GetCamera() || pNode->GetLight() ) { if( !pNode->GetTarget() ) { FbxVector4 lRV(90, 0, 0); if( pNode->GetCamera() ) lRV.Set(0, 90, 0); FbxVector4 prV = pNode->GetPostRotation(FbxNode::eSourcePivot); FbxAMatrix lSourceR; FbxAMatrix lR(lZero, lRV, lOne); FbxVector4 res = prV; // Rotation order don't affect post rotation, so just use the default XYZ order FbxRotationOrder rOrder; rOrder.V2M(lSourceR, res); lR = lSourceR * lR; rOrder.M2V(res, lR); prV = res; pNode->SetPostRotation(FbxNode::eSourcePivot, prV); pNode->SetRotationActive(true); } // Point light do not need to be adjusted (since they radiate in all the directions). if( pNode->GetLight() && pNode->GetLight()->LightType.Get() == FbxLight::ePoint ) { pNode->SetPostRotation(FbxNode::eSourcePivot, FbxVector4(0,0,0,0)); } } // apply Pre rotations only on bones / end of chains if( pNode->GetNodeAttribute() && pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eSkeleton || (pNode->GetMarker() && pNode->GetMarker()->GetType() == FbxMarker::eEffectorFK) || (pNode->GetMarker() && pNode->GetMarker()->GetType() == FbxMarker::eEffectorIK) ) { if( pNode->GetRotationActive() ) { pNode->SetPreRotation(FbxNode::eDestinationPivot, pNode->GetPreRotation(FbxNode::eSourcePivot)); } // No pivots on bones pNode->SetRotationPivot(FbxNode::eDestinationPivot, lZero); pNode->SetScalingPivot(FbxNode::eDestinationPivot, lZero); pNode->SetRotationOffset(FbxNode::eDestinationPivot,lZero); pNode->SetScalingOffset(FbxNode::eDestinationPivot, lZero); } else { // any other type: no pre-rotation support but... pNode->SetPreRotation(FbxNode::eDestinationPivot, lZero); // support for rotation and scaling pivots. pNode->SetRotationPivot(FbxNode::eDestinationPivot, pNode->GetRotationPivot(FbxNode::eSourcePivot)); pNode->SetScalingPivot(FbxNode::eDestinationPivot, pNode->GetScalingPivot(FbxNode::eSourcePivot)); // Rotation and scaling offset are supported pNode->SetRotationOffset(FbxNode::eDestinationPivot, pNode->GetRotationOffset(FbxNode::eSourcePivot)); pNode->SetScalingOffset(FbxNode::eDestinationPivot, pNode->GetScalingOffset(FbxNode::eSourcePivot)); // // If we don't "support" scaling pivots, we can simply do: // pNode->SetRotationPivot(FbxNode::eDestinationPivot, lZero); // pNode->SetScalingPivot(FbxNode::eDestinationPivot, lZero); } |
|
| enum | EPivotSet { eSourcePivot, eDestinationPivot } |
| Pivot context identifier. More... |
|
| enum | EPivotState { ePivotActive, ePivotReference } |
| Pivot context state. More... |
|
| void | SetPivotState (EPivotSet pPivotSet, EPivotState pPivotState) |
| Change the state of the pivot context.
|
|
| void | GetPivotState (EPivotSet pPivotSet, EPivotState &pPivotState) const |
| Get the pivot context state. |
|
| void | SetRotationOrder (EPivotSet pPivotSet, EFbxRotationOrder pRotationOrder) |
| Set rotation space Determine the rotation
space (Euler or Spheric) and the rotation order. |
|
| void | GetRotationOrder (EPivotSet pPivotSet, EFbxRotationOrder &pRotationOrder) const |
| Get rotation order. |
|
| void | SetUseRotationSpaceForLimitOnly (EPivotSet pPivotSet, bool pUseForLimitOnly) |
| Set rotation space for limit only. |
|
| bool | GetUseRotationSpaceForLimitOnly (EPivotSet pPivotSet) const |
| Get rotation space for limit only. |
|
| void | SetRotationActive (bool pVal) |
| Set the RotationActive state. |
|
| bool | GetRotationActive () const |
| Get the RotationActive state. |
|
| void | SetQuaternionInterpolation (EPivotSet pPivotSet, EFbxQuatInterpMode pQuatIterp) |
| Specify which Quaternion interpolation mode
is used on the pivot context. |
|
| EFbxQuatInterpMode | GetQuaternionInterpolation (EPivotSet pPivotSet) const |
| Get the Quaternion interpolation mode of the
pivot context. |
|
| void | SetRotationStiffness (FbxVector4 pRotationStiffness) |
| Set the rotation stiffness. |
|
| FbxVector4 | GetRotationStiffness () const |
| Get the rotation stiffness. |
|
| void | SetMinDampRange (FbxVector4 pMinDampRange) |
| Set the minimum damp range angles. |
|
| FbxVector4 | GetMinDampRange () const |
| Get the minimum damp range angles. |
|
| void | SetMaxDampRange (FbxVector4 pMaxDampRange) |
| Set the maximum damp range angles. |
|
| FbxVector4 | GetMaxDampRange () const |
| Get the maximum damp range angles. |
|
| void | SetMinDampStrength (FbxVector4 pMinDampStrength) |
| Set the minimum damp strength. |
|
| FbxVector4 | GetMinDampStrength () const |
| Get the minimum damp strength. |
|
| void | SetMaxDampStrength (FbxVector4 pMaxDampStrength) |
| Set the maximum damp strength. |
|
| FbxVector4 | GetMaxDampStrength () const |
| Get the maximum damp strength. |
|
| void | SetPreferedAngle (FbxVector4 pPreferedAngle) |
| Set the preferred angle. |
|
| FbxVector4 | GetPreferedAngle () const |
| Get the preferred angle. |
|
| void | SetRotationOffset (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set a translation offset for the rotation
pivot. |
|
| const FbxVector4 & | GetRotationOffset (EPivotSet pPivotSet) const |
| Get the translation offset for the rotation
pivot. |
|
| void | SetRotationPivot (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set rotation pivot. |
|
| const FbxVector4 & | GetRotationPivot (EPivotSet pPivotSet) const |
| Get rotation pivot. |
|
| void | SetPreRotation (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set pre-rotation in Euler angles. |
|
| const FbxVector4 & | GetPreRotation (EPivotSet pPivotSet) const |
| Get pre-rotation in Euler angles. |
|
| void | SetPostRotation (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set post-rotation in Euler angles. |
|
| const FbxVector4 & | GetPostRotation (EPivotSet pPivotSet) const |
| Get post-rotation in Euler angles. |
|
| void | SetScalingOffset (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set a translation offset for the scaling
pivot. |
|
| const FbxVector4 & | GetScalingOffset (EPivotSet pPivotSet) const |
| Get the translation offset for the scaling
pivot. |
|
| void | SetScalingPivot (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set scaling pivot. |
|
| const FbxVector4 & | GetScalingPivot (EPivotSet pPivotSet) const |
| Get scaling pivot. |
|
| void | SetGeometricTranslation (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set geometric translation The geometric
translation is a local translation that is applied to a node
attribute only. |
|
| FbxVector4 | GetGeometricTranslation (EPivotSet pPivotSet) const |
| Get geometric translation. |
|
| void | SetGeometricRotation (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set geometric rotation The geometric
rotation is a local rotation that is applied to a node attribute
only. |
|
| FbxVector4 | GetGeometricRotation (EPivotSet pPivotSet) const |
| Get geometric rotation. |
|
| void | SetGeometricScaling (EPivotSet pPivotSet, FbxVector4 pVector) |
| Set geometric scaling The geometric scaling
is a local scaling that is applied to a node attribute only.
|
|
| FbxVector4 | GetGeometricScaling (EPivotSet pPivotSet) const |
| Get geometric scaling. |
|
| void | ResetPivotSet (FbxNode::EPivotSet pPivotSet) |
| Reset a pivot set to the default pivot
context. |
|
| FBX_DEPRECATED void | ConvertPivotAnimation (EPivotSet pConversionTarget, double pFrameRate, bool pKeyReduce=true) |
| Recursively convert the animation data
according to pivot settings. |
|
| void | ConvertPivotAnimationRecursive (const char *pAnimStackName, EPivotSet pConversionTarget, double pFrameRate, bool pKeyReduce=true) |
| This version is an improved version of the
ConvertPivotAnimation(). |
|
| void | ResetPivotSetAndConvertAnimation (double pFrameRate=30.0, bool pKeyReduce=false, bool pToNodeCenter=true, bool pForceResetLimits=false) |
| Reset all the pivot sets to the default
pivot context and convert the animation. |
|
| void | SetRotationPivotAsCenterRecursive (FbxVector4 pParentGeometricOffset=FbxVector4()) |
| Set rotation pivot as node center
recursively. |
|
| enum EShadingMode |
Shading modes.
These shading modes are not directly used by the FBX SDK but it is guaranteed that the information is carried to and from the FBX files. The typical context of using these modes is to affect the rendering of geometric objects (this is, of course, performed at the application level) and the possible definition for each mode is:
| enum EPivotSet |
Pivot context identifier.
| enum EPivotState |
Pivot context state.
Definition at line 661 of file fbxnode.h.
{
ePivotActive,
ePivotReference
};
| FbxNode* GetParent | ( | ) |
Get the parent node.
NULL if the current node
has no parent.| const FbxNode* GetParent | ( | ) | const |
| bool AddChild | ( | FbxNode * | pNode | ) |
Add a child node and its underlying node tree.
| pNode | Node we want to make child of this. |
true on success, false if
pNode is NULL or the system is unable to make
the connection.Remove the child node.
| pNode | The child node to be removed. |
| int GetChildCount | ( | bool | pRecursive = false |
) | const |
Get the number of children nodes.
| pRecursive | If true the method will also count all the
descendant children. |
| FbxNode* GetChild | ( | int | pIndex | ) |
Get child by index.
| pIndex | The child index. |
NULL if pIndex is out of
range (i.e: < 0 or > GetChildCount()).| const FbxNode* GetChild | ( | int | pIndex | ) | const |
Get child by index.
| pIndex | The child index. |
NULL if pIndex is out of
range (i.e: < 0 or > GetChildCount()).| FbxNode* FindChild | ( | const char * | pName, |
| bool | pRecursive = true, |
||
| bool | pInitial =
false |
||
| ) |
Finds a child node by name.
| pName | Name of the searched child node. |
| pRecursive | Flag to request recursive calls. |
| pInitial | If set to true, the search compares the initial
name of the node (see the FbxObject class) |
NULL if no child node with
this name exists.| void SetTarget | ( | FbxNode * | pNode | ) |
The target must be part of the same scene and it cannot be itself.
| pNode | The target. |
| FbxNode* GetTarget | ( | ) | const |
Get the target for this node.
NULL if target isn't set.| void SetPostTargetRotation | ( | FbxVector4 | pVector | ) |
Set rotation offset from default relative orientation to target.
| pVector | The rotation offset. |
| FbxVector4 GetPostTargetRotation | ( | ) | const |
Get rotation offset from default relative orientation to target.
| void SetTargetUp | ( | FbxNode * | pNode | ) |
The target up node must be part of the same scene and it cannot be itself.
| pNode | The target. |
| FbxNode* GetTargetUp | ( | ) | const |
Get the target up node.
NULL if the target up model isn't set.| void SetTargetUpVector | ( | FbxVector4 | pVector | ) |
Set up vector offset from default relative target up vector.
| pVector | The rotation offset. |
| FbxVector4 GetTargetUpVector | ( | ) | const |
Get up vector offset from default relative target up vector.
| void SetVisibility | ( | bool | pIsVisible | ) |
Set the node Visibility value from the boolean parameter.
| pIsVisible | Node is visible in the scene if set to true. |
if( Visibility.IsValid() ) { Visibility.Set(FbxDouble(pIsVisible)); }
| bool GetVisibility | ( | ) | const |
Get the current value of the Visibility property.
false if the Visibility property value is 0.0 and
true for any other value.false.| void SetShadingMode | ( | EShadingMode | pShadingMode | ) |
Set the shading mode.
| pShadingMode | The shading mode. |
| EShadingMode GetShadingMode | ( | ) | const |
| FbxNodeAttribute* SetNodeAttribute | ( | FbxNodeAttribute * | pNodeAttribute | ) |
Set the node attribute.
| pNodeAttribute | Node attribute object |
NULL if
the node didn't have a node attribute or if the new node attribute
is equal to the one currently set.| FbxNodeAttribute* GetNodeAttribute | ( | ) |
Get the default node attribute.
The default node attribute is the attribute that has been set by the call to SetNodeAttribute().
NULL if
the node doesn't have a node attribute.| const FbxNodeAttribute* GetNodeAttribute | ( | ) | const |
Get the default node attribute.
The default node attribute is the attribute that has been set by the call to SetNodeAttribute(...).
NULL if
the node doesn't have a node attribute.| int GetNodeAttributeCount | ( | ) | const |
Get the number of node attribute(s) connected to this node.
| int GetDefaultNodeAttributeIndex | ( | ) | const |
Get the index, in the list of connected node attributes, of the node attribute that is set to be the default one.
-1 if there
is no default node attribute set.| bool SetDefaultNodeAttributeIndex | ( | int | pIndex, |
| FbxStatus * | pStatus =
NULL |
||
| ) |
Set index of the default node attribute.
| pIndex | Identifies which of the connected node attributes is becoming the default one. This value represent the connection number of the node. |
| pStatus | The FbxStatus object to hold error codes. |
true if the operation succeeds or
false if the passed index is invalid.| FbxNodeAttribute* GetNodeAttributeByIndex | ( | int | pIndex | ) |
Get the connected node attribute by specifying its index in the connection list.
| pIndex | The connection number of the node. |
NULL if
the index is out of range.| const FbxNodeAttribute* GetNodeAttributeByIndex | ( | int | pIndex | ) | const |
Get the connected node attribute by specifying its index in the connection list.
| pIndex | The connection number of the node. |
NULL if
the index is out of range.| int GetNodeAttributeIndex | ( | FbxNodeAttribute * | pNodeAttribute, |
| FbxStatus * | pStatus =
NULL |
||
| ) | const |
Get the connection index of the specified node attribute.
This method will do a linear search of all the connected node attributes (from the last to the first connection) until it finds pNodeAttribue.
| pNodeAttribute | The pointer to the node attribute. |
| pStatus | The FbxStatus object to hold error codes. |
-1
if pNodeAttribute is NULL or not connected to this
node.| bool AddNodeAttribute | ( | FbxNodeAttribute * | pNodeAttribute, |
| FbxStatus * | pStatus =
NULL |
||
| ) |
Add the new node attribute to this node.
If no other node attribute is already set as the default one, this new node attribute is automatically set as the default one.
| pNodeAttribute | The pointer to a node attribute. |
| pStatus | The FbxStatus object to hold error codes. |
true if the operation succeeded or
false if the operation failed.NULL.| FbxNodeAttribute* RemoveNodeAttribute | ( | FbxNodeAttribute * | pNodeAttribute | ) |
Remove the node attribute from the connection list of this node.
| pNodeAttribute | The pointer to a node attribute. |
NULL if
the operation failed.| FbxNodeAttribute* RemoveNodeAttributeByIndex | ( | int | pIndex | ) |
Remove the node attribute, specified by the connection index, from the connection list of this node.
| pIndex | Index of the node attribute. |
NULL if
the operation failed.| FbxCachedEffect* GetCachedEffect | ( | ) |
Get the default node attribute casted to a FbxCachedEffect pointer.
NULL.| FbxLODGroup* GetLodGroup | ( | ) |
Get the default node attribute casted to a FbxLODGroup pointer.
NULL.| FbxNull* GetNull | ( | ) |
Get the default node attribute casted to a FbxNull pointer.
NULL.| FbxMarker* GetMarker | ( | ) |
Get the node attribute casted to a FbxMarker pointer.
NULL.| FbxSkeleton* GetSkeleton | ( | ) |
Get the node attribute casted to a FbxSkeleton pointer.
NULL.| FbxGeometry* GetGeometry | ( | ) |
Get the node attribute casted to a FbxGeometry pointer.
NULL.| FbxMesh* GetMesh | ( | ) |
Get the node attribute casted to a FbxMesh pointer.
NULL.| FbxNurbs* GetNurbs | ( | ) |
Get the node attribute casted to a FbxNurbs pointer.
NULL.| FbxNurbsSurface* GetNurbsSurface | ( | ) |
Get the node attribute casted to a FbxNurbsSurface pointer.
NULL.| FbxNurbsCurve* GetNurbsCurve | ( | ) |
Get the node attribute casted to a FbxNurbsCurve pointer.
NULL.| FbxLine* GetLine | ( | ) |
Get the node attribute casted to a FbxLine pointer.
NULL.| FbxTrimNurbsSurface* GetTrimNurbsSurface | ( | ) |
Get the node attribute casted to a FbxTrimNurbsSurface pointer.
NULL.| FbxSubDiv* GetSubdiv | ( | ) |
Get the node attribute casted to a FbxSubDiv pointer.
NULL.| FbxPatch* GetPatch | ( | ) |
Get the node attribute casted to a FbxPatch pointer.
NULL.| FbxCamera* GetCamera | ( | ) |
Get the node attribute casted to a FbxCamera pointer.
NULL.| const FbxCamera* GetCamera | ( | ) | const |
| FbxCameraStereo* GetCameraStereo | ( | ) |
Get the node attribute casted to a FbxCameraStereo pointer.
NULL.| FbxCameraSwitcher* GetCameraSwitcher | ( | ) |
Get the node attribute casted to a FbxCameraSwitcher pointer.
NULL.| FbxLight* GetLight | ( | ) |
Get the node attribute casted to a FbxLight pointer.
NULL.| const FbxLight* GetLight | ( | ) | const |
| FbxOpticalReference* GetOpticalReference | ( | ) |
Get the node attribute casted to a FbxOpticalReference pointer.
NULL.| void SetTransformationInheritType | ( | FbxTransform::EInheritType | pInheritType | ) |
Sets how child transforms are inherited from parent transforms.
| pInheritType | One of the following values eInheritRrSs, eInheritRSrs or eInheritRrs |
| void GetTransformationInheritType | ( | FbxTransform::EInheritType & | pInheritType | ) | const |
| void SetPivotState | ( | EPivotSet | pPivotSet, |
| EPivotState | pPivotState | ||
| ) |
Change the state of the pivot context.
| pPivotSet | Specify which pivot context is manipulated. |
| pPivotState | The new state of the pivot context. |
| void GetPivotState | ( | EPivotSet | pPivotSet, |
| EPivotState & | pPivotState | ||
| ) | const |
Get the pivot context state.
The returned value tells if this pivot context is used in the evaluation of the node transform or not.
| pPivotSet | Specify which pivot context is queried. |
| pPivotState | The current state of the pivot set. |
| void SetRotationOrder | ( | EPivotSet | pPivotSet, |
| EFbxRotationOrder | pRotationOrder | ||
| ) |
Set rotation space Determine the rotation space (Euler or Spheric) and the rotation order.
| pPivotSet | Specify which pivot context is manipulated. |
| pRotationOrder | The new value for the pivot rotation order. |
| void GetRotationOrder | ( | EPivotSet | pPivotSet, |
| EFbxRotationOrder & | pRotationOrder | ||
| ) | const |
Get rotation order.
| pPivotSet | Specify which pivot context is queried. |
| pRotationOrder | The current value of the pivot rotation order. |
| void SetUseRotationSpaceForLimitOnly | ( | EPivotSet | pPivotSet, |
| bool | pUseForLimitOnly | ||
| ) |
Set rotation space for limit only.
| pPivotSet | Specify which pivot context is manipulated. |
| pUseForLimitOnly | When set to true, the current rotation space (set
with SetRotationOrder) define the rotation space for the limit
only; leaving the rotation animation in Euler XYZ space. When set
to false, the current rotation space defines the
rotation space for both the limits and the rotation animation
data. |
| bool GetUseRotationSpaceForLimitOnly | ( | EPivotSet | pPivotSet | ) | const |
Get rotation space for limit only.
| pPivotSet | Specify which pivot context is queried. |
| void SetRotationActive | ( | bool | pVal | ) |
Set the RotationActive state.
| pVal | The new state of the property. |
| bool GetRotationActive | ( | ) | const |
Get the RotationActive state.
| void SetQuaternionInterpolation | ( | EPivotSet | pPivotSet, |
| EFbxQuatInterpMode | pQuatIterp | ||
| ) |
Specify which Quaternion interpolation mode is used on the pivot context.
| pPivotSet | Specify which pivot context is manipulated. |
| pQuatIterp | The new value. |
| EFbxQuatInterpMode GetQuaternionInterpolation | ( | EPivotSet | pPivotSet | ) | const |
Get the Quaternion interpolation mode of the pivot context.
| pPivotSet | Specify which pivot context is queried. |
| void SetRotationStiffness | ( | FbxVector4 | pRotationStiffness | ) |
Set the rotation stiffness.
The stiffness attribute is used by IK solvers to generate a resistance to a joint motion. The higher the stiffness the less it will rotate. Stiffness works in a relative sense: it determines the willingness of this joint to rotate with respect to the other joint in the IK chain.
| pRotationStiffness | The rotation stiffness values are limited to the range [0, 100]. |
| FbxVector4 GetRotationStiffness | ( | ) | const |
Get the rotation stiffness.
| void SetMinDampRange | ( | FbxVector4 | pMinDampRange | ) |
Set the minimum damp range angles.
This attributes apply resistance to a joint rotation as it approaches the lower boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The MinDampRange specifies when the deceleration should start.
| pMinDampRange | Angle, in degrees, where deceleration should start |
| FbxVector4 GetMinDampRange | ( | ) | const |
Get the minimum damp range angles.
| void SetMaxDampRange | ( | FbxVector4 | pMaxDampRange | ) |
Set the maximum damp range angles.
This attributes apply resistance to a joint rotation as it approaches the upper boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The MaxDampRange specifies when the deceleration should start.
| pMaxDampRange | Angle, in degrees, where deceleration should start |
| FbxVector4 GetMaxDampRange | ( | ) | const |
Get the maximum damp range angles.
| void SetMinDampStrength | ( | FbxVector4 | pMinDampStrength | ) |
Set the minimum damp strength.
This attributes apply resistance to a joint rotation as it approaches the lower boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The MinDampStrength defines the rate of deceleration.
| pMinDampStrength | Values are limited to the range [0, 100]. |
| FbxVector4 GetMinDampStrength | ( | ) | const |
Get the minimum damp strength.
| void SetMaxDampStrength | ( | FbxVector4 | pMaxDampStrength | ) |
Set the maximum damp strength.
This attributes apply resistance to a joint rotation as it approaches the upper boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The MaxDampStrength defines the rate of deceleration.
| pMaxDampStrength | Values are limited to the range [0, 100]. |
| FbxVector4 GetMaxDampStrength | ( | ) | const |
Get the maximum damp strength.
| void SetPreferedAngle | ( | FbxVector4 | pPreferedAngle | ) |
Set the preferred angle.
The preferredAngle attribute defines the initial joint configuration used by a single chain IK solver to calculate the inverse kinematic solution.
| pPreferedAngle | Angle in degrees |
| FbxVector4 GetPreferedAngle | ( | ) | const |
| void SetRotationOffset | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set a translation offset for the rotation pivot.
The translation offset is in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y and Z translation values (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetRotationOffset | ( | EPivotSet | pPivotSet | ) | const |
Get the translation offset for the rotation pivot.
The translation offset is in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to to query the value. |
| void SetRotationPivot | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set rotation pivot.
The rotation pivot is the center of rotation in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The new position of the rotation pivot (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetRotationPivot | ( | EPivotSet | pPivotSet | ) | const |
Get rotation pivot.
The rotation pivot is the center of rotation in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to query. |
| void SetPreRotation | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set pre-rotation in Euler angles.
The pre-rotation is the rotation applied to the node before rotation animation data.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y,Z rotation values to set (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetPreRotation | ( | EPivotSet | pPivotSet | ) | const |
Get pre-rotation in Euler angles.
The pre-rotation is the rotation applied to the node before rotation animation data.
| pPivotSet | Specify which pivot set to query. |
| void SetPostRotation | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set post-rotation in Euler angles.
The post-rotation is the rotation applied to the node after the rotation animation data.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y,Z rotation values to set (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetPostRotation | ( | EPivotSet | pPivotSet | ) | const |
Get post-rotation in Euler angles.
The post-rotation is the rotation applied to the node after the rotation animation data.
| pPivotSet | Specify which pivot set to query. |
| void SetScalingOffset | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set a translation offset for the scaling pivot.
The translation offset is in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y and Z translation values (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetScalingOffset | ( | EPivotSet | pPivotSet | ) | const |
Get the translation offset for the scaling pivot.
The translation offset is in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to query the value. |
| void SetScalingPivot | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set scaling pivot.
The scaling pivot is the center of scaling in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The new position of the scaling pivot (the 4th component of the FbxVector4 is ignored). |
| const FbxVector4& GetScalingPivot | ( | EPivotSet | pPivotSet | ) | const |
Get scaling pivot.
The scaling pivot is the center of scaling in coordinates relative to the node's origin.
| pPivotSet | Specify which pivot set to query. |
| void SetGeometricTranslation | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set geometric translation The geometric translation is a local translation that is applied to a node attribute only.
This translation is applied to the node attribute after the node transformations. This translation is not inherited across the node hierarchy.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X, Y, and Z translation values (the 4th component of the FbxVector4 is ignored). |
| FbxVector4 GetGeometricTranslation | ( | EPivotSet | pPivotSet | ) | const |
Get geometric translation.
| pPivotSet | Specify which pivot set to query. |
| void SetGeometricRotation | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set geometric rotation The geometric rotation is a local rotation that is applied to a node attribute only.
This rotation is applied to the node attribute after the node transformations. This rotation is not inherited across the node hierarchy.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y and Z rotation values (the 4th component of the FbxVector4 is ignored). |
| FbxVector4 GetGeometricRotation | ( | EPivotSet | pPivotSet | ) | const |
Get geometric rotation.
| pPivotSet | Specify which pivot set to query. |
| void SetGeometricScaling | ( | EPivotSet | pPivotSet, |
| FbxVector4 | pVector | ||
| ) |
Set geometric scaling The geometric scaling is a local scaling that is applied to a node attribute only.
This scaling is applied to the node attribute after the node transformations. This scaling is not inherited across the node hierarchy.
| pPivotSet | Specify which pivot set to modify. |
| pVector | The X,Y and Z scale values (the 4th component of the FbxVector4 is ignored). |
| FbxVector4 GetGeometricScaling | ( | EPivotSet | pPivotSet | ) | const |
Get geometric scaling.
| pPivotSet | Specify which pivot set to query. |
| void ResetPivotSet | ( | FbxNode::EPivotSet | pPivotSet | ) |
Reset a pivot set to the default pivot context.
If the node has a geometry, reset the geometry's pivot to the identity matrix.
| pPivotSet | Pivot set to reset. |
| FBX_DEPRECATED void ConvertPivotAnimation | ( | EPivotSet | pConversionTarget, |
| double | pFrameRate, | ||
| bool | pKeyReduce =
true |
||
| ) |
Recursively convert the animation data according to pivot settings.
This method is still available for legacy reasons. Its use is limited to the processing of very old data coming from FBX v5 files and should not be used in any other case. Instead call the ConvertPivotAnimationRecursive().
| pConversionTarget | If set to EPivotSet::eDestinationPivot, convert animation data from the EPivotSet::eSourcePivot pivot context to the EPivotSet::eDestinationPivot pivot context. Otherwise, the conversion is computed the other way around. |
| pFrameRate | Resampling frame rate in frames per second. |
| pKeyReduce | Apply or skip key reducing filter. |
| void ConvertPivotAnimationRecursive | ( | const char * | pAnimStackName, |
| EPivotSet | pConversionTarget, | ||
| double | pFrameRate, | ||
| bool | pKeyReduce =
true |
||
| ) |
This version is an improved version of the ConvertPivotAnimation().
It fully supports all the attributes defined in the pivot sets and can process animation data defined on different animation stack.
| pAnimStackName | The name of animation stack on which the conversion will take
place. If equals an empty string, the first animation stack will be
used. If equals NULL, convert the animation on all the
animation stacks at once. |
| pConversionTarget | If set to EPivotSet::eDestinationPivot, convert animation data from the EPivotSet::eSourcePivot pivot context to the EPivotSet::eDestinationPivot pivot context. Otherwise, the conversion is computed the other way around. |
| pFrameRate | Resampling frame rate in frames per second. |
| pKeyReduce | Apply or skip key reducing filter. |
pAnimStackName =
NULL and let the method convert the animation on all the Anim
stacks at once. In the case when there are no geometric nodes in
the scene tree, specifying the animation stack is safe and somewhat
faster.| void ResetPivotSetAndConvertAnimation | ( | double | pFrameRate = 30.0, |
| bool | pKeyReduce =
false, |
||
| bool | pToNodeCenter =
true, |
||
| bool | pForceResetLimits =
false |
||
| ) |
Reset all the pivot sets to the default pivot context and convert the animation.
| pFrameRate | Resampling frame rate in frames per second. |
| pKeyReduce | Apply or skip key reducing filter. |
| pToNodeCenter,: | Reset pivots to node center if true, or retain
pivot places if false. |
| pForceResetLimits | If true, this flag will reset all the Translation,
Rotation and Scaling limits and clears the enabled flags. |
false.| void SetRotationPivotAsCenterRecursive | ( | FbxVector4 | pParentGeometricOffset =
FbxVector4() |
) |
Set rotation pivot as node center recursively.
| pParentGeometricOffset | Offset vector to be applied. |
| FbxAMatrix& EvaluateGlobalTransform | ( | FbxTime | pTime =
FBXSDK_TIME_INFINITE, |
| FbxNode::EPivotSet | pPivotSet =
FbxNode::eSourcePivot, |
||
| bool | pApplyTarget =
false, |
||
| bool | pForceEval =
false |
||
| ) |
Returns this node's global transformation matrix at the specified time.
The node's translation, rotation and scaling limits are taken into consideration.
| pTime | The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| pPivotSet | The pivot set to take into account |
| pApplyTarget | Applies the necessary transform to align into the target node |
| pForceEval | Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| FbxAMatrix& EvaluateLocalTransform | ( | FbxTime | pTime =
FBXSDK_TIME_INFINITE, |
| FbxNode::EPivotSet | pPivotSet =
FbxNode::eSourcePivot, |
||
| bool | pApplyTarget =
false, |
||
| bool | pForceEval =
false |
||
| ) |
Returns this node's local transformation matrix at the specified time.
The node's translation, rotation and scaling limits are taken into consideration.
| pTime | The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| pPivotSet | The pivot set to take into account |
| pApplyTarget | Applies the necessary transform to align into the target node |
| pForceEval | Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| FbxVector4& EvaluateLocalTranslation | ( | FbxTime | pTime =
FBXSDK_TIME_INFINITE, |
| FbxNode::EPivotSet | pPivotSet =
FbxNode::eSourcePivot, |
||
| bool | pApplyTarget =
false, |
||
| bool | pForceEval =
false |
||
| ) |
Returns this node's LclTranslation property at the specified time.
No pivot, offsets, or any other transform is taken into consideration. The translation limit is applied.
| pTime | The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| pPivotSet | The pivot set to take into account |
| pApplyTarget | Applies the necessary transform to align into the target node |
| pForceEval | Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| FbxVector4& EvaluateLocalRotation | ( | FbxTime | pTime =
FBXSDK_TIME_INFINITE, |
| FbxNode::EPivotSet | pPivotSet =
FbxNode::eSourcePivot, |
||
| bool | pApplyTarget =
false, |
||
| bool | pForceEval =
false |
||
| ) |
Returns this node's LclRotation property at the specified time.
No pre/post rotation, rotation pivot, rotation offset or any other transform is taken into consideration. The rotation limit is applied.
| pNode | The transform node to evaluate. |
| pTime | The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| pPivotSet | The pivot set to take into account |
| pApplyTarget | Applies the necessary transform to align into the target node |
| pForceEval | Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| FbxVector4& EvaluateLocalScaling | ( | FbxTime | pTime =
FBXSDK_TIME_INFINITE, |
| FbxNode::EPivotSet | pPivotSet =
FbxNode::eSourcePivot, |
||
| bool | pApplyTarget =
false, |
||
| bool | pForceEval =
false |
||
| ) |
Returns this node's LclScaling property at the specified time.
No scaling pivot, scaling offset or any other transform is taken into consideration. The scaling limit is applied.
| pTime | The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| pPivotSet | The pivot set to take into account |
| pApplyTarget | Applies the necessary transform to align into the target node |
| pForceEval | Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| int GetCharacterLinkCount | ( | ) | const |
| bool GetCharacterLink | ( | int | pIndex, |
| FbxCharacter ** | pCharacter, | ||
| int * | pCharacterLinkType, | ||
| int * | pNodeId, | ||
| int * | pNodeSubId | ||
| ) |
Get character link at given index.
| pIndex | Index of character link. |
| pCharacter | Pointer to receive linked character if function succeeds. |
| pCharacterLinkType | Pointer to receive character link type if function succeeds,
cast to FbxCharacterLink::Type. |
| pNodeId | Pointer to receive the node ID if function succeeds. This ID
should be casted to FbxCharacter::ENodeId
type when the character link type is eCharacterLink or
eControlSetLink else to the FbxEffector::ENodeId
type if the character link type is eControlSetEffector
or eControlSetEffectorAux. |
| pNodeSubId | For internal use. |
false if the index is out of range or any of the
pointer arguments is NULL.| int FindCharacterLink | ( | FbxCharacter * | pCharacter, |
| int | pCharacterLinkType, | ||
| int | pNodeId, | ||
| int | pNodeSubId | ||
| ) | const |
Looks if the given character link exists on this node.
| pCharacter | Character searched. |
| pCharacterLinkType | Character link type searched. Its value must be one of the
FbxCharacterLink::Type symbols.. |
| pNodeId | Node ID searched. If pCharacterLinkType is
eCharacterLink or eControlSetLink the
pNodeId value is casted to the FbxCharacter::ENodeId
type. If the pCharacterLinkType is
eControlSetEffector or
eControlSetEffectorAux then the pNodeId is
casted to the FbxEffector::ENodeId
type. |
| pNodeSubId | For internal use. |
| bool GetAnimationInterval | ( | FbxTimeSpan & | pInterval, |
| FbxAnimStack * | pAnimStack = NULL, |
||
| int | pAnimLayerId =
0 |
||
| ) |
Find out start and end time of the animation curves for this node (and its children).
| pInterval | This node's animation interval. |
| pAnimStack | Animation stack where to retrieve animation curves. |
| pAnimLayerId | Specific animation layer on the animStack to use. |
true if the node (or its children) is animated,
false otherwise.
lNode->GetAnimationInterval(span, myStack, 3);
myStack.| int AddMaterial | ( | FbxSurfaceMaterial * | pMaterial | ) |
Add a material to this node.
| pMaterial | The material to add. |
| bool RemoveMaterial | ( | FbxSurfaceMaterial * | pMaterial | ) |
Remove a material from this node.
| pMaterial | The material to remove. |
| int GetMaterialCount | ( | ) | const |
| FbxSurfaceMaterial* GetMaterial | ( | int | pIndex | ) | const |
Access a material on this node.
| pIndex | Valid range is [0, GetMaterialCount() - 1] |
| void RemoveAllMaterials | ( | ) |
Remove all materials applied to this node.
| int GetMaterialIndex | ( | const char * | pName | ) | const |
Find an applied material with the given name.
| pName | The requested name |
This property contains the translation information of the node.
To access this property do: LclTranslation.Get(). To set this property do: LclTranslation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains the rotation information of the node.
To access this property do: LclRotation.Get(). To set this property do: LclRotation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains the scaling information of the node.
To access this property do: LclScaling.Get(). To set this property do: LclScaling.Set(FbxDouble3).
Default value is 1.,1.,1.
This property contains the visibility information of the node.
The assumed behavior of this property is to affect the visibility of the node, all the nodes attributes connected to it as well as all its descendants. This property can be animated.
To access this property do: Visibility.Get(). To set this property do: Visibility.Set(FbxDouble).
Default value is 1.
This property contains the visibility inheritance flag that allow applications to modify the Visibility property interpretation.
By default, this value is set to true because it is
assumed (as explained in the Visibility property description) that
the node visibility is inherited from its parent. In other words,
applications should always process the Visibility property of the
node and, depending on its value, decide whether or not the node
has to be displayed. After this first assessment, check the node
VisibilityInheritance flag. If its value is set to
false then move to the next object, else use the
parent's Visibility value and modify this node display state by
performing the logical AND operation between this node Visibility
property and its parent's.
To access this property do: VisibilityInheritance.Get(). To set this property do: VisibilityInheritance.Set(FbxBool).
Default value is true.
This property contains the quaternion interpolate flag of the node.
To access this property do: QuaternionInterpolate.Get(). To set this property do: QuaternionInterpolate.Set(EFbxQuatInterpMode).
Default value is eQuatInterpOff.
This property contains the rotation offset information of the node.
To access this property do: RotationOffset.Get(). To set this property do: RotationOffset.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains the rotation pivot information of the node.
To access this property do: RotationPivot.Get(). To set this property do: RotationPivot.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains the scaling offset information of the node.
To access this property do: ScalingOffset.Get(). To set this property do: ScalingOffset.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains the scaling pivot information of the node.
To access this property do: ScalingPivot.Get(). To set this property do: ScalingPivot.Set(FbxDouble3).
Default value is 0.,0.,0.
This property enables or disables the limit on translation.
When set to false the object can translate in any
direction without limitations. Else the TranslationMinX,
TranslationMinY,
TranslationMinZ,
TranslationMaxX,
TranslationMaxY
and TranslationMaxZ
flags are used to limit the translation on each individual
axis.
To access this property do: TranslationActive.Get(). To set this property do: TranslationActive.Set(FbxBool).
Default value is false.
This property sets the minimum translation values the object can occupy on each individual axis.
To access this property do: TranslationMin.Get(). To set this property do: TranslationMin.Set(FbxDouble3). Default value is 0.,0.,0.
This property sets the maximum translation values the object can occupy on each individual axis.
To access this property do: TranslationMax.Get(). To set this property do: TranslationMax.Set(FbxDouble3). Default value is 0.,0.,0.
This property enables or disables the limit on translation X.
When set to true, the object translation is
constrained by the value of TranslationMin.
To access this property do: TranslationMinX.Get(). To set this property do: TranslationMinX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on translation Y.
When set to true, the object translation is
constrained by the value of TranslationMin.
To access this property do: TranslationMinY.Get(). To set this property do: TranslationMinY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on translation Z.
When set to true, the object translation is
constrained by the value of TranslationMin.
To access this property do: TranslationMinZ.Get(). To set this property do: TranslationMinZ.Set(FbxBool).
Default value is false.
This property enables or disables the limit on translation X.
When set to true, the object translation is
constrained by the value of TranslationMax.
To access this property do: TranslationMaxX.Get(). To set this property do: TranslationMaxX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on translation Y.
When set to true, the object translation is
constrained by the value of TranslationMax.
To access this property do: TranslationMaxY.Get(). To set this property do: TranslationMaxY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on translation Z.
When set to true, the object translation is
constrained by the value of TranslationMax.
To access this property do: TranslationMaxZ.Get(). To set this property do: TranslationMaxZ.Set(FbxBool).
Default value is false.
This property contains the rotation order information of the node.
To access this property do: RotationOrder.Get(). To set this property do: RotationOrder.Set(EFbxRotationOrder). Default value is eEulerXYZ.
This property contains the rotation space for limit only flag of the node.
When set to true, the Rotation space is applied
only on the limit data (provided the RotationActive
is also true).
To access this property do: RotationSpaceForLimitOnly.Get(). To set this property do: RotationSpaceForLimitOnly.Set(FbxBool).
Default value is false.
This property contains the x value of the rotation stiffness of the node.
To access this property do: RotationStiffnessX.Get(). To set this property do: RotationStiffnessX.Set(FbxDouble).
Default value is 0.
This property contains the y value of the rotation stiffness of the node.
To access this property do: RotationStiffnessY.Get(). To set this property do: RotationStiffnessY.Set(FbxDouble).
Default value is 0.
This property contains the z value of the rotation stiffness of the node.
To access this property do: RotationStiffnessZ.Get(). To set this property do: RotationStiffnessZ.Set(FbxDouble).
Default value is 0.
This property contains axis length information of the node.
To access this property do: AxisLen.Get(). To set this property do: AxisLen.Set(FbxDouble).
Default value is 10.
This property contains pre-rotation information of the node.
To access this property do: PreRotation.Get(). To set this property do: PreRotation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains post-rotation information of the node.
To access this property do: PostRotation.Get(). To set this property do: PostRotation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property enables or disables the limit on rotation.
When set to false the object can rotate in any
direction without limitations. Else the RotationMinX,
RotationMinY,
RotationMinZ,
RotationMaxX,
RotationMaxY
and RotationMaxZ
flags are used to limit the rotation on each individual axis.
To access this property do: RotationActive.Get(). To set this property do: RotationActive.Set(FbxBool).
Default value is false.
This property sets the minimum rotation values the object can occupy on each individual axis.
To access this property do: RotationMin.Get(). To set this property do: RotationMin.Set(FbxDouble3).
Default value is 0.,0.,0.
This property sets the maximum rotation values the object can occupy on each individual axis.
To access this property do: RotationMax.Get(). To set this property do: RotationMax.Set(FbxDouble3).
Default value is 0.,0.,0.
This property enables or disables the limit on rotation X.
When set to true, the object rotation is
constrained by the value of RotationMin.
To access this property do: RotationMinX.Get(). To set this property do: RotationMinX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on rotation Y.
When set to true, the object rotation is
constrained by the value of RotationMin.
To access this property do: RotationMinY.Get(). To set this property do: RotationMinY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on rotation Z.
When set to true, the object rotation is
constrained by the value of RotationMin.
To access this property do: RotationMinZ.Get(). To set this property do: RotationMinZ.Set(FbxBool).
Default value is false.
This property enables or disables the limit on rotation X.
When set to true, the object rotation is
constrained by the value of RotationMax.
To access this property do: RotationMaxX.Get(). To set this property do: RotationMaxX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on rotation Y.
When set to true, the object rotation is
constrained by the value of RotationMax.
To access this property do: RotationMaxY.Get(). To set this property do: RotationMaxY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on rotation Z.
When set to true, the object rotation is
constrained by the value of RotationMax.
To access this property do: RotationMaxZ.Get(). To set this property do: RotationMaxZ.Set(FbxBool).
Default value is false.
This property contains inherit type information of the node.
To access this property do: InheritType.Get(). To set this property do: InheritType.Set(FbxTransform::EInheritType).
Default value is eInheritRrSs.
This property enables or disables the limit on scaling.
When set to false the object can scale in any
direction without limitations. Else the ScalingMinX,
ScalingMinY,
ScalingMinZ,
ScalingMaxX,
ScalingMaxY
and ScalingMaxZ
flags are used to limit the scaling on each individual axis.
To access this property do: ScalingActive.Get(). To set this property do: ScalingActive.Set(FbxBool).
Default value is false.
This property sets the minimum scaling values the object can occupy on each individual axis.
To access this property do: ScalingMin.Get(). To set this property do: ScalingMin.Set(FbxDouble3).
Default value is 0.,0.,0.
This property sets the maximum scaling values the object can occupy on each individual axis.
To access this property do: ScalingMax.Get(). To set this property do: ScalingMax.Set(FbxDouble3).
Default value is 1.,1.,1.
This property activates or disables the limit on scaling X.
When active, the object scaling is constrained by the value of ScalingMin.
To access this property do: ScalingMinX.Get(). To set this property do: ScalingMinX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on scaling Y.
When set to true, the object scaling is constrained
by the value of ScalingMin.
To access this property do: ScalingMinY.Get(). To set this property do: ScalingMinY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on scaling Z.
When set to true, the object scaling is constrained
by the value of ScalingMin.
To access this property do: ScalingMinZ.Get(). To set this property do: ScalingMinZ.Set(FbxBool).
Default value is false.
This property enables or disables the limit on scaling X.
When set to true, the object scaling is constrained
by the value of ScalingMax.
To access this property do: ScalingMaxX.Get(). To set this property do: ScalingMaxX.Set(FbxBool).
Default value is false.
This property enables or disables the limit on scaling Y.
When set to true, the object scaling is constrained
by the value of ScalingMax.
To access this property do: ScalingMaxY.Get(). To set this property do: ScalingMaxY.Set(FbxBool).
Default value is false.
This property enables or disables the limit on scaling Z.
When set to true, the object scaling is constrained
by the value of ScalingMax.
To access this property do: ScalingMaxZ.Get(). To set this property do: ScalingMaxZ.Set(FbxBool).
Default value is false.
This property contains geometric translation information of the node.
To access this property do: GeometricTranslation.Get(). To set this property do: GeometricTranslation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains geometric rotation information of the node.
To access this property do: GeometricRotation.Get(). To set this property do: GeometricRotation.Set(FbxDouble3).
Default value is 0.,0.,0.
This property contains geometric scaling information of the node.
To access this property do: GeometricScaling.Get(). To set this property do: GeometricScaling.Set(FbxDouble3).
Default value is 1.,1.,1.
This property contains the x component of the minimum damp range angles of the node.
To access this property do: MinDampRangeX.Get(). To set this property do: MinDampRangeX.Set(FbxDouble).
Default value is 0.
This property contains the y component of the minimum damp range angles of the node.
To access this property do: MinDampRangeY.Get(). To set this property do: MinDampRangeY.Set(FbxDouble).
Default value is 0.
This property contains the z component of the minimum damp range angles of the node.
To access this property do: MinDampRangeZ.Get(). To set this property do: MinDampRangeZ.Set(FbxDouble).
Default value is 0.
This property contains the x component of the maximum damp range angles of the node.
To access this property do: MaxDampRangeX.Get(). To set this property do: MaxDampRangeX.Set(FbxDouble).
Default value is 0.
This property contains the y component of the maximum damp range angles of the node.
To access this property do: MaxDampRangeY.Get(). To set this property do: MaxDampRangeY.Set(FbxDouble).
Default value is 0.
This property contains the z component of the maximum damp range angles of the node.
To access this property do: MaxDampRangeZ.Get(). To set this property do: MaxDampRangeZ.Set(FbxDouble).
Default value is 0.
This property contains the x component of the minimum damp strength of the node.
To access this property do: MinDampStrengthX.Get(). To set this property do: MinDampStrengthX.Set(FbxDouble).
Default value is 0.
This property contains the y component of the minimum damp strength of the node.
To access this property do: MinDampStrengthY.Get(). To set this property do: MinDampStrengthY.Set(FbxDouble).
Default value is 0.
This property contains the z component of the minimum damp strength of the node.
To access this property do: MinDampStrengthZ.Get(). To set this property do: MinDampStrengthZ.Set(FbxDouble).
Default value is 0.
This property contains the x component of the maximum damp strength of the node.
To access this property do: MaxDampStrengthX.Get(). To set this property do: MaxDampStrengthX.Set(FbxDouble).
Default value is 0.
This property contains the y component of the maximum damp strength of the node.
To access this property do: MaxDampStrengthY.Get(). To set this property do: MaxDampStrengthY.Set(FbxDouble).
Default value is 0.
This property contains the z component of the maximum damp strength of the node.
To access this property do: MaxDampStrengthZ.Get(). To set this property do: MaxDampStrengthZ.Set(FbxDouble).
Default value is 0.
This property contains the x component of the preferred angle of the node.
To access this property do: PreferedAngleX.Get(). To set this property do: PreferedAngleX.Set(FbxDouble).
Default value is 0.
This property contains the y component of the preferred angle of the node.
To access this property do: PreferedAngleY.Get(). To set this property do: PreferedAngleY.Set(FbxDouble).
Default value is 0.
This property contains the z component of the preferred angle of the node.
To access this property do: PreferedAngleZ.Get(). To set this property do: PreferedAngleZ.Set(FbxDouble).
Default value is 0.
This property contains lookat property of the node.
To access this property do: LookAtProperty.Get(). To set this property do: LookAtProperty.Set(FbxReference).
This property contains the up vector property of the node.
To access this property do: UpVectorProperty.Get(). To set this property do: UpVectorProperty.Set(FbxReference).
This property contains the show information of the node.
As opposed to the Visibility property, this one cannot be animated. The assumed behavior of this property is to represent the show/hide state of all the nodes attributes connected to this node only.
To access this property do: Show.Get(). To set this property do: Show.Set(FbxBool).
Default value is true.
false, all
will be set to false (basically it is an AND operation
on all the Show flags).This property contains negative percent shape support information of the node.
To access this property do: NegativePercentShapeSupport.Get(). To set this property do: NegativePercentShapeSupport.Set(FbxBool).
Default value is true.
This property contains default attribute index information of the node.
To access this property do: DefaultAttributeIndex.Get(). To set this property do: DefaultAttributeIndex.Set(FbxInt).
Default value is -1.
This property contains manipulation state information of the node.
To access this property do: Freeze.Get(). To set this property do: Freeze.Set(FbxBool).
Default value is false.
This property contains level of detail mode information of the node.
To access this property do: LODBox.Get(). To set this property do: LODBox.Set(FbxBool).
True: Bounding box False: Geometry object is displayed. Default value is false.