Model class.
In the MotionBuilder UI, a model can be any object in a scene, created using geometry. Models can represent simple objects like cubes, or complex objects like characters.
FBModel is a base class which is not used so much directly, but is the parent of well-used classes like FBCamera, FBLight, and FBModelMarker.
It also implements a number of widely-implemented functions and attributes, such as:
UI attributes such as Show, Pickable, and Visibility
Positional attributes such as Rotation, Scaling, and Translation The following Python snippet shows how to create, show, rotate, and delete a cube
There is a few ways to get a handle on existing models in a scene:
FBFindObjectsByName return a list of objects matching a pattern (can contain *). For usage, see: FindObjectsWithWildcard.py
If you know the name of the model, use FBFindModelByLabelName, as demonstrated in FBComponent.py.
FBGetSelectedModels can get a handle to an object which is derived from FBModel. It searches the scene for a model, based on the model's unique name and returns a list of all the selected things in the scene.
Public Member Functions | |
bool | SetAdditionalUniqueColorIDCount (int pCount) |
Request additional Unique color IDs. | |
int | GetAdditionalUniqueColorIDCount () |
Get additional unique color count. | |
FBColor | GetAdditionalUniqueColorID (int pIndex) |
Get Additional Unique Color Id. | |
bool | FbxStore (FBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
Store and Retrieve function that can be overloaded. | |
bool | FbxRetrieve (FBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
SetupPropertiesForShapes () | |
Setup Shape Properties. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Model'. | |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. | |
__init__ (str pName, object pObject=None) | |
Constructor. | |
FBDelete () | |
Open Reality deletion function. | |
IQuery_Declare (K_IMPLEMENTATION) | |
Interface to IObject. | |
ICallback_Declare (K_IMPLEMENTATION) | |
Interface to ICallback. | |
FBModel | Clone () |
Clone the model. | |
SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a matrix for the model. | |
GetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a matrix from the model. | |
SetVector (FBVector3 pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a vector for the model. | |
GetVector (FBVector3 pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a vector from the model. | |
bool | IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo pEvaluateInfo=None) |
Is the model's evaluation task result ready. | |
MatrixToRotation (FBVector3 pRotation, FBMatrix pMatrix) | |
Convert Rotation Matrix to Euler Vector based on model's rotation order. | |
RotationToMatrix (FBMatrix pMatrix, FBVector3 pRotation) | |
Convert Euler Vector to Rotation Matrix based on model's rotation order. | |
LRMToDof (FBVector3 pDof, FBMatrix pLM) | |
Convert local matrix to object space vector. | |
DofToLRM (FBMatrix pLM, FBVector3 pDof) | |
Convert object space vector to local matrix. | |
SetSchematicPosition (int pX, int pY) | |
Set the position in the schematic view for the model. | |
SetSchematicPosition (FBVector2 pVector2d) | |
Set the position in the schematic view for the model. | |
FBVector2 | GetSchematicPosition () |
Get the position in the schematic view for the model. | |
GetBoundingBox (FBVector3 pMin, FBVector3 pMax) | |
Get the bounding box of the model. | |
bool | IsVisible (FBEvaluateInfo pEvaluateInfo=None) |
If the model is visible. | |
FBModelCullingMode | GetCullingMode () |
Get Model Culling Mode. | |
SetCullingMode (FBModelCullingMode pCullingMode) | |
Set Model Cullin Mode. | |
ForceAlwaysEvaluate () | |
Force Always Evaluate. | |
bool | IsForceAlwaysEvaluate () |
Return Force Always Evaluate status. | |
int | NoFrustumCullingRequire () |
Acquire no frustum culling request. | |
int | NoFrustumCullingRelease () |
Release no frustum culling request. | |
bool | UseFrustumCulling () |
Get the current Frustum Culling Status. | |
bool | HasCustomDisplay () |
Function to overload to handle custom display. | |
CustomModelDisplay (FBCamera pCamera, FBModelShadingMode pShadingMode, FBModelRenderPass pRenderPass, float pPickingAreaWidth, float pPickingAreaHeight) | |
Custom display function, called when HasCustomDisplay returns true;. | |
bool | CustomModelPicking (int pNbHits, int pSelectBuffer, FBCamera pCamera, int pMouseX, int pMouseY, FBVector4 pLocalRaySrc, FBVector4 pLocalRayDir, FBVector4 pWorldRaySrc, FBVector4 pWorldRayDir, FBMatrix pGlobalInverseMatrix, FBVector4 pOutPickedPoint) |
Custom picking for selection, called when HasCustomDisplay returns true;. | |
bool | ClosestRayIntersection (FBVector4 pRayOrigin, FBVector4 pRayEnd, FBVector4 pIntersectPos, FBVector4 pIntersectNormal) |
Determines the first intersection point's position and normal between ray and model surface. | |
str | GetSelectedPoints () |
Get the list of the points selection state. | |
int | GetSelectedPointsCount () |
Get the number of selected points in the model. | |
Public Attributes | |
FBPropertyListModel | Children |
List: Children for model. | |
FBPropertyListShader | Shaders |
List: Shaders for model. | |
FBPropertyListMaterial | Materials |
List: Materials for model. | |
FBPropertyListTexture | Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials). | |
FBPropertyListDeformer | Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer). | |
FBPropertyBase | Icon3D |
Read Write Property: Is model a 3D icon?. | |
FBPropertyBase | SoftSelected |
Read Write Property: Is model Soft selected?. | |
FBPropertyBase | IsDeformable |
Read Only Property: Is model deformable?. | |
FBPropertyBase | IsConstrained |
Read Only Property: Is model constrained?. | |
FBPropertyBase | SkeletonDeformable |
Read Write Property: Model skeleton deformable. | |
FBPropertyBase | BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. | |
FBPropertyBase | ConstrainDeformable |
Read Write Property: Model constraint deformable. | |
FBPropertyBase | PointCacheDeformable |
Read Write Property: Model point cache deformable. | |
FBPropertyBase | PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable. | |
FBPropertyModel | Parent |
Read Write Property: Parent model. | |
FBPropertyModel | LookAt |
Read Write Property: Look at model (interest point). | |
FBPropertyModel | UpVector |
Read Write Property: UpVector model. | |
FBPropertyGeometry | Geometry |
Read Write Property: Geometry for the model. | |
FBPropertyBase | GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id. | |
FBPropertyMesh | TessellatedMesh |
Read Only Property: Tessellated Mesh for the model. | |
FBPropertyModelVertexData | ModelVertexData |
Read Only Property: ModelVertexData for the model. | |
FBPropertyCluster | Cluster |
Read Only Property: Link Cluster for the model. | |
FBPropertyScene | Scene |
Read Only Property: Scene containing the model. | |
FBPropertyModelShadingMode | ShadingMode |
Read Write Property: Shading mode for the model. | |
FBPropertyAnimationNode | AnimationNode |
Read Only Property: Animation node of the model. | |
FBPropertyModelRotationOrder | RotationOrder |
Read Write Property: Rotation order. | |
FBPropertyBase | RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits?. | |
FBPropertyBase | RotationActive |
Read Write Property: Is model using Rotation Limits?. | |
FBPropertyBase | PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true). | |
FBPropertyBase | PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true). | |
FBPropertyBase | RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true). | |
FBPropertyBase | RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true). | |
FBPropertyBase | RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X?. | |
FBPropertyBase | RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y?. | |
FBPropertyBase | RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z?. | |
FBPropertyBase | RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X?. | |
FBPropertyBase | RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y?. | |
FBPropertyBase | RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z?. | |
FBPropertyBase | TranslationActive |
Read Write Property: Is model using Translation Limits?. | |
FBPropertyBase | TranslationMin |
Read Write Property: Translation Limit Min. | |
FBPropertyBase | TranslationMax |
Read Write Property: Translation Limit Max. | |
FBPropertyBase | TranslationMinX |
Read Write Property: Is model using Translation Limits on Min X. | |
FBPropertyBase | TranslationMinY |
Read Write Property: Is model using Translation Limits on Min Y. | |
FBPropertyBase | TranslationMinZ |
Read Write Property: Is model using Translation Limits on Min Z. | |
FBPropertyBase | TranslationMaxX |
Read Write Property: Is model using Translation Limits on Max X. | |
FBPropertyBase | TranslationMaxY |
Read Write Property: Is model using Translation Limits on Max Y. | |
FBPropertyBase | TranslationMaxZ |
Read Write Property: Is model using Translation Limits on Max Z. | |
FBPropertyBaseAnimatable | Visibility |
Read Write Property: Visibility of model. | |
FBPropertyBase | VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants. | |
FBPropertyBaseAnimatable | Translation |
Read Write Property: Lcl translation. | |
FBPropertyBaseAnimatable | Rotation |
Read Write Property: Lcl rotation. | |
FBPropertyBaseAnimatable | Scaling |
Read Write Property: Lcl scaling. | |
FBPropertyBase | GeometricTranslation |
Read Write Property: Geometric translation. | |
FBPropertyBase | GeometricRotation |
Read Write Property: Geometric rotation. | |
FBPropertyBase | GeometricScaling |
Read Write Property: Geometric scaling. | |
FBPropertyBase | QuaternionInterpolate |
Read Write Property: Use quaternion interpolation. | |
FBPropertyBase | Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. | |
FBPropertyBase | Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. | |
FBPropertyBase | Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. | |
FBPropertyBase | UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. | |
FBPropertyBase | PrimaryVisibility |
Read Write Property: Control the geometry render state. | |
FBPropertyBase | CastsShadows |
Read Write Property: If true, the geometry will produce shadows. | |
FBPropertyBase | ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows. |
Request additional Unique color IDs.
pCount | User should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number. |
int GetAdditionalUniqueColorIDCount | ( | ) |
Get additional unique color count.
Get Additional Unique Color Id.
pIndex | the requested unique color id index, can't be larger than GetAdditionalColorIDCount() |
bool FbxStore | ( | FBFbxObject | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) |
Store and Retrieve function that can be overloaded.
pFbxObject | FBX Object that is used to communicate I/O operations. |
pStoreWhat | Which attributes are currently stored/retrieved. |
Reimplemented from FBBox.
Reimplemented in FBModelMarker, and FBModelNull.
bool FbxRetrieve | ( | FBFbxObject | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) |
Reimplemented from FBBox.
Reimplemented in FBModelMarker, and FBModelNull.
SetupPropertiesForShapes | ( | ) |
Setup Shape Properties.
Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.
str FbxGetObjectType | ( | ) |
Returns the class type inherited by the class of an object, for example: 'Model'.
Reimplemented from FBBox.
Reimplemented in FBModelMarker, and FBModelNull.
str FbxGetObjectSubType | ( | ) |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.
Reimplemented from FBBox.
Reimplemented in FBModelMarker, and FBModelNull.
Constructor.
pName | Name of model. |
pObject | For internal use only(default=NULL). |
Reimplemented from FBBox.
Reimplemented in FBCamera, FBCameraStereo, FBLight, FBModelCube, FBModelMarker, FBModelNull, FBModelOptical, FBModelPath3D, FBModelPlane, FBModelRoot, and FBModelSkeleton.
FBDelete | ( | ) |
IQuery_Declare | ( | K_IMPLEMENTATION | ) |
Interface to IObject.
ICallback_Declare | ( | K_IMPLEMENTATION | ) |
FBModel Clone | ( | ) |
Clone the model.
This will duplicate the current model.
SetMatrix | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
||
bool | pGlobalInfo = True , |
||
bool | pPushUndo = False , |
||
FBEvaluateInfo | pEvaluateInfo = None |
||
) |
Set a matrix for the model.
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
GetMatrix | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
||
bool | pGlobalInfo = True , |
||
FBEvaluateInfo | pEvaluateInfo = None |
||
) |
Get a matrix from the model.
pWhat | Type of information requested (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pMatrix | Matrix to fill with requested information. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
SetVector | ( | FBVector3 | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
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bool | pGlobalInfo = True , |
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bool | pPushUndo = False , |
||
FBEvaluateInfo | pEvaluateInfo = None |
||
) |
Set a vector for the model.
pVector | Vector to use to set values. |
pWhat | Type of information to set (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
GetVector | ( | FBVector3 | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
||
bool | pGlobalInfo = True , |
||
FBEvaluateInfo | pEvaluateInfo = None |
||
) |
Get a vector from the model.
pWhat | Type of information requested (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
pVector | Vector to fill with requested values. |
bool IsEvaluationReady | ( | FBModelEvaluationTaskType | pWhat, |
FBEvaluateInfo | pEvaluateInfo = None |
||
) |
Is the model's evaluation task result ready.
pWhat | Type of evaluation task. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
\b | true if the evaluation task result is ready in place. |
MatrixToRotation | ( | FBVector3 | pRotation, |
FBMatrix | pMatrix | ||
) |
Convert Rotation Matrix to Euler Vector based on model's rotation order.
pMatrix | Matrix to convert |
pRotation | Resulting euler vector. |
RotationToMatrix | ( | FBMatrix | pMatrix, |
FBVector3 | pRotation | ||
) |
Convert Euler Vector to Rotation Matrix based on model's rotation order.
pRotation | Object space rotation vector to convert |
pMatrix | Resulting rotation matrix. |
LRMToDof | ( | FBVector3 | pDof, |
FBMatrix | pLM | ||
) |
Convert local matrix to object space vector.
pLM | Local rotation matrix to convert |
pDof | Resulting object space vector. |
DofToLRM | ( | FBMatrix | pLM, |
FBVector3 | pDof | ||
) |
Convert object space vector to local matrix.
pDof | Vector to convert |
pLM | Resulting local rotation matrix. |
Set the position in the schematic view for the model.
pX | X position to set. |
pY | Y position to set. |
SetSchematicPosition | ( | FBVector2 | pVector2d | ) |
Set the position in the schematic view for the model.
pVector2d | Position to set. |
FBVector2 GetSchematicPosition | ( | ) |
Get the position in the schematic view for the model.
GetBoundingBox | ( | FBVector3 | pMin, |
FBVector3 | pMax | ||
) |
Get the bounding box of the model.
Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.
pMin | Minimum value of the bounding box. |
pMax | Maximum value of the bounding box. |
bool IsVisible | ( | FBEvaluateInfo | pEvaluateInfo = None | ) |
If the model is visible.
Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters: 1. The model's own visibility 2. The model's parent's visibility (if any) 3. The visibility of the set to which model belongs (if any) 4. VisibilityInheritance of the model
pEvaluateInfo | evaluate info, |
FBModelCullingMode GetCullingMode | ( | ) |
SetCullingMode | ( | FBModelCullingMode | pCullingMode | ) |
ForceAlwaysEvaluate | ( | ) |
Force Always Evaluate.
In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.
bool IsForceAlwaysEvaluate | ( | ) |
Return Force Always Evaluate status.
int NoFrustumCullingRequire | ( | ) |
Acquire no frustum culling request.
int NoFrustumCullingRelease | ( | ) |
Release no frustum culling request.
bool UseFrustumCulling | ( | ) |
Get the current Frustum Culling Status.
bool HasCustomDisplay | ( | ) |
Function to overload to handle custom display.
CustomModelDisplay | ( | FBCamera | pCamera, |
FBModelShadingMode | pShadingMode, | ||
FBModelRenderPass | pRenderPass, | ||
float | pPickingAreaWidth, | ||
float | pPickingAreaHeight | ||
) |
Custom display function, called when HasCustomDisplay returns true;.
pCamera | Current camera for display. |
pShadingMode | Shading mode to render see FBModelShadingMode. |
pRenderPass | Actual rendering pass, see FBModelRenderPass. |
pPickingAreaWidth | Width of picking area. |
pPickingAreaHeight | Height of picking area. |
bool CustomModelPicking | ( | int | pNbHits, |
int | pSelectBuffer, | ||
FBCamera | pCamera, | ||
int | pMouseX, | ||
int | pMouseY, | ||
FBVector4 | pLocalRaySrc, | ||
FBVector4 | pLocalRayDir, | ||
FBVector4 | pWorldRaySrc, | ||
FBVector4 | pWorldRayDir, | ||
FBMatrix | pGlobalInverseMatrix, | ||
FBVector4 | pOutPickedPoint | ||
) |
Custom picking for selection, called when HasCustomDisplay returns true;.
pNbHits | Number of hits. |
pSelectBuffer | OpenGL hit buffer. |
pCamera | Current camera for rendering. |
pMouseX | Mouse X position. |
pMouseY | Mouse Y position. |
pLocalRaySrc | Local picking ray source. |
pLocalRayDir | Local picking ray direction. |
pWorldRaySrc | World coordinate picking ray source. |
pWorldRayDir | World coordinate picking ray direction. |
pGlobalInverseMatrix | Inverse transformation matrix of the model. |
pOutPickedPoint | Picked position. |
bool ClosestRayIntersection | ( | FBVector4 | pRayOrigin, |
FBVector4 | pRayEnd, | ||
FBVector4 | pIntersectPos, | ||
FBVector4 | pIntersectNormal | ||
) |
Determines the first intersection point's position and normal between ray and model surface.
pRayOrigin | Specifies origin of the view ray. |
pRayEnd | Specifies end of the view ray. |
pIntersectPos | return the first intersection point's position; |
pIntersectNormal | return the first intersection point's normal; |
str GetSelectedPoints | ( | ) |
Get the list of the points selection state.
int GetSelectedPointsCount | ( | ) |
Get the number of selected points in the model.
List: Children for model.
List: Shaders for model.
List: Materials for model.
List: Textures with Special UseType (Other than "Color" which should connect to materials).
List: Deformers (Skeleton Deformer or Point Cache Deformer).
FBPropertyBase Icon3D |
Read Write Property: Is model a 3D icon?.
FBPropertyBase SoftSelected |
Read Write Property: Is model Soft selected?.
FBPropertyBase IsDeformable |
Read Only Property: Is model deformable?.
FBPropertyBase IsConstrained |
Read Only Property: Is model constrained?.
FBPropertyBase SkeletonDeformable |
FBPropertyBase BlendShapeDeformable |
FBPropertyBase ConstrainDeformable |
FBPropertyBase PointCacheDeformable |
FBPropertyBase PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable.
FBPropertyModel Parent |
Read Write Property: Parent model.
FBPropertyModel LookAt |
Read Write Property: Look at model (interest point).
FBPropertyModel UpVector |
Read Write Property: UpVector model.
FBPropertyGeometry Geometry |
Read Write Property: Geometry for the model.
FBPropertyBase GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id.
FBPropertyMesh TessellatedMesh |
Read Only Property: Tessellated Mesh for the model.
FBPropertyModelVertexData ModelVertexData |
Read Only Property: ModelVertexData for the model.
FBPropertyCluster Cluster |
Read Only Property: Link Cluster for the model.
FBPropertyScene Scene |
Read Only Property: Scene containing the model.
FBPropertyModelShadingMode ShadingMode |
Read Write Property: Shading mode for the model.
FBPropertyAnimationNode AnimationNode |
Read Only Property: Animation node of the model.
FBPropertyModelRotationOrder RotationOrder |
Read Write Property: Rotation order.
FBPropertyBase RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits?.
FBPropertyBase RotationActive |
Read Write Property: Is model using Rotation Limits?.
FBPropertyBase PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true).
FBPropertyBase PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true).
FBPropertyBase RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true).
FBPropertyBase RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true).
FBPropertyBase RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X?.
FBPropertyBase RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y?.
FBPropertyBase RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z?.
FBPropertyBase RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X?.
FBPropertyBase RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y?.
FBPropertyBase RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z?.
FBPropertyBase TranslationActive |
Read Write Property: Is model using Translation Limits?.
FBPropertyBase TranslationMin |
Read Write Property: Translation Limit Min.
FBPropertyBase TranslationMax |
Read Write Property: Translation Limit Max.
FBPropertyBase TranslationMinX |
Read Write Property: Is model using Translation Limits on Min X.
FBPropertyBase TranslationMinY |
Read Write Property: Is model using Translation Limits on Min Y.
FBPropertyBase TranslationMinZ |
Read Write Property: Is model using Translation Limits on Min Z.
FBPropertyBase TranslationMaxX |
Read Write Property: Is model using Translation Limits on Max X.
FBPropertyBase TranslationMaxY |
Read Write Property: Is model using Translation Limits on Max Y.
FBPropertyBase TranslationMaxZ |
Read Write Property: Is model using Translation Limits on Max Z.
FBPropertyBaseAnimatable Visibility |
Read Write Property: Visibility of model.
This can be overridden by the 'Show' property.
FBPropertyBase VisibilityInheritance |
Read Write Property: //!< When this value is set to True
the Visibility of this model is also applied to all its descendants.
FBPropertyBaseAnimatable Translation |
Read Write Property: Lcl translation.
FBPropertyBaseAnimatable Rotation |
Read Write Property: Lcl rotation.
FBPropertyBaseAnimatable Scaling |
Read Write Property: Lcl scaling.
FBPropertyBase GeometricTranslation |
Read Write Property: Geometric translation.
FBPropertyBase GeometricRotation |
Read Write Property: Geometric rotation.
FBPropertyBase GeometricScaling |
Read Write Property: Geometric scaling.
FBPropertyBase QuaternionInterpolate |
Read Write Property: Use quaternion interpolation.
FBPropertyBase Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value.
This has a default value of 'false'.
FBPropertyBase Pickable |
Read Write Property: Indicate if a model can be picked in the viewer.
This has a default value of 'true'.
FBPropertyBase Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer.
This has a default value of 'true'.
FBPropertyBase UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking.
Color channel values are in the range [0, 1] with 1.0/255 precision.
FBPropertyBase PrimaryVisibility |
Read Write Property: Control the geometry render state.
Geometry can still cast shadows even if this is turned off.
FBPropertyBase CastsShadows |
Read Write Property: If true, the geometry will produce shadows.
FBPropertyBase ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows.