This reference page is linked to from the following overview topics: MotionBuilder 2014, MotionBuilder 2013, Your First Python Program, Data types & properties, Matrix Transformation Order, FBComponent - The Base Entity Class, FBProperty - Object Properties, FBPlug - Object Connection Management, Scene Elements, FBModel - Transformation Data and the Scene Graph, FBGeometry - Meshes and Surfaces, FBMaterial and FBTexture - Materials and Textures, FBLight - Lights, FBCamera - Cameras, FBCharacter - Characters, Rigid Body Physics, Animation, Updated Objects, Viewport Picking, Selection, and Manipulation, Model templates.
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:
from pyfbsdk import * myCube = FBModelCube("cube") myCube.Show = True myCube.Rotation = FBVector3d(45, 45, 45) myCube.FBDelete()
There is a few ways to get a handle on existing models in a scene:
#include <fbmodel.h>
Public Member Functions | |
FBModel (const char *pName, HIObject pObject=NULL) | |
Constructor. | |
virtual void | FBDelete () |
Open Reality deletion function. | |
IQuery_Declare (K_IMPLEMENTATION) | |
Interface to IObject. | |
ICallback_Declare (K_IMPLEMENTATION) | |
Interface to ICallback. | |
virtual FBModel * | Clone () |
Clone the model. | |
void | SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL) |
Set a matrix for the model. | |
void | GetMatrix (FBMatrix &pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL) |
Get a matrix from the model. | |
void | SetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL) |
Set a vector for the model. | |
void | GetVector (FBVector3d &pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL) |
Get a vector from the model. | |
bool | IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo *pEvaluateInfo=NULL) const |
Is the model's evaluation task result ready. | |
void | MatrixToRotation (FBRVector &pRotation, const FBMatrix &pMatrix) |
Convert Rotation Matrix to Euler Vector based on model's rotation order. | |
void | RotationToMatrix (FBMatrix &pMatrix, const FBRVector &pRotation) |
Convert Euler Vector to Rotation Matrix based on model's rotation order. | |
void | LRMToDof (FBRVector &pDof, const FBMatrix &pLM) |
Convert local matrix to object space vector. | |
void | DofToLRM (FBMatrix &pLM, const FBRVector &pDof) |
Convert object space vector to local matrix. | |
void | SetSchematicPosition (int pX, int pY) |
Set the position in the schematic view for the model. | |
void | SetSchematicPosition (FBVector2d pVector2d) |
Set the position in the schematic view for the model. | |
FBVector2d | GetSchematicPosition () |
Get the position in the schematic view for the model. | |
void | GetBoundingBox (FBVector3d &pMin, FBVector3d &pMax) |
Get the bounding box of the model. | |
bool | IsVisible (FBEvaluateInfo *pEvaluateInfo=NULL) |
If the model is visible. | |
FBModelCullingMode | GetCullingMode () const |
Get Model Culling Mode. | |
void | SetCullingMode (FBModelCullingMode pCullingMode) |
Set Model Cullin Mode. | |
void | 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. | |
virtual bool | HasCustomDisplay () |
Function to overload to handle custom display. | |
virtual void | CustomModelDisplay (FBCamera *pCamera, FBModelShadingMode pShadingMode, FBModelRenderPass pRenderPass, float pPickingAreaWidth, float pPickingAreaHeight) |
Custom display function, called when HasCustomDisplay returns true;. | |
virtual bool | CustomModelPicking (int pNbHits, unsigned int *pSelectBuffer, FBCamera *pCamera, int pMouseX, int pMouseY, FBTVector *pLocalRaySrc, FBTVector *pLocalRayDir, FBTVector *pWorldRaySrc, FBTVector *pWorldRayDir, FBMatrix *pGlobalInverseMatrix, FBTVector *pOutPickedPoint) |
Custom picking for selection, called when HasCustomDisplay returns true;. | |
virtual bool | ClosestRayIntersection (const FBTVector &pRayOrigin, const FBTVector &pRayEnd, FBTVector &pIntersectPos, FBNormal &pIntersectNormal) |
Determines the first intersection point's position and normal between ray and model surface. | |
unsigned char * | GetSelectedPoints () |
Get the list of the points selection state. | |
int | GetSelectedPointsCount () |
Get the number of selected points in the model. | |
Additional Unique Color ID management. | |
To support multiple sub items per model/geo selection & picking in easy selection mode using custom rendering routines. see OpenRealitySDK/Samples/miscellaneous/marker_template for example. | |
bool | SetAdditionalUniqueColorIDCount (unsigned int pCount) |
Request additional Unique color IDs. | |
unsigned int | GetAdditionalUniqueColorIDCount () const |
Get additional unique color count. | |
FBColor | GetAdditionalUniqueColorID (unsigned int pIndex) const |
Get Additional Unique Color Id. | |
virtual bool | FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) |
Store and Retrieve function that can be overloaded. | |
virtual bool | FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) |
void | SetupPropertiesForShapes () |
Setup Shape Properties. | |
virtual const char * | FbxGetObjectType () override |
Returns the class type inherited by the class of an object, for example: 'Model'. | |
virtual const char * | FbxGetObjectSubType () override |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. | |
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). | |
FBPropertyBool | Icon3D |
Read Write Property: Is model a 3D icon? | |
FBPropertyBool | SoftSelected |
Read Write Property: Is model Soft selected? | |
FBPropertyBool | IsDeformable |
Read Only Property: Is model deformable? | |
FBPropertyBool | IsConstrained |
Read Only Property: Is model constrained? | |
FBPropertyBool | SkeletonDeformable |
Read Write Property: Model skeleton deformable. | |
FBPropertyBool | BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. | |
FBPropertyBool | ConstrainDeformable |
Read Write Property: Model constraint deformable. | |
FBPropertyBool | PointCacheDeformable |
Read Write Property: Model point cache deformable. | |
FBPropertyBool | 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. | |
FBPropertyInt | 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. | |
FBPropertyBool | RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits? | |
FBPropertyBool | RotationActive |
Read Write Property: Is model using Rotation Limits? | |
FBPropertyVector3d | PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true) | |
FBPropertyVector3d | PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true) | |
FBPropertyVector3d | RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true) | |
FBPropertyVector3d | RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true) | |
FBPropertyBool | RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X? | |
FBPropertyBool | RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y? | |
FBPropertyBool | RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z? | |
FBPropertyBool | RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X? | |
FBPropertyBool | RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y? | |
FBPropertyBool | RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z? | |
FBPropertyBool | TranslationActive |
Read Write Property: Is model using Translation Limits? | |
FBPropertyVector3d | TranslationMin |
Read Write Property: Translation Limit Min. | |
FBPropertyVector3d | TranslationMax |
Read Write Property: Translation Limit Max. | |
FBPropertyBool | TranslationMinX |
Read Write Property: Is model using Translation Limits on Min X. | |
FBPropertyBool | TranslationMinY |
Read Write Property: Is model using Translation Limits on Min Y. | |
FBPropertyBool | TranslationMinZ |
Read Write Property: Is model using Translation Limits on Min Z. | |
FBPropertyBool | TranslationMaxX |
Read Write Property: Is model using Translation Limits on Max X. | |
FBPropertyBool | TranslationMaxY |
Read Write Property: Is model using Translation Limits on Max Y. | |
FBPropertyBool | TranslationMaxZ |
Read Write Property: Is model using Translation Limits on Max Z. | |
FBPropertyAnimatableBool | Visibility |
Read Write Property: Visibility of model. | |
FBPropertyBool | VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants | |
FBPropertyAnimatableVector3d | Translation |
Read Write Property: Lcl translation. | |
FBPropertyAnimatableVector3d | Rotation |
Read Write Property: Lcl rotation. | |
FBPropertyAnimatableVector3d | Scaling |
Read Write Property: Lcl scaling. | |
FBPropertyVector3d | GeometricTranslation |
Read Write Property: Geometric translation. | |
FBPropertyVector3d | GeometricRotation |
Read Write Property: Geometric rotation. | |
FBPropertyVector3d | GeometricScaling |
Read Write Property: Geometric scaling. | |
FBPropertyBool | QuaternionInterpolate |
Read Write Property: Use quaternion interpolation. | |
FBPropertyBool | Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. | |
FBPropertyBool | Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. | |
FBPropertyBool | Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. | |
FBPropertyColor | UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. | |
FBPropertyBool | PrimaryVisibility |
Read Write Property: Control the geometry render state. | |
FBPropertyBool | CastsShadows |
Read Write Property: If true, the geometry will produce shadows. | |
FBPropertyBool | ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows. |
FBModel | ( | const char * | pName, |
HIObject | pObject = NULL |
||
) |
Constructor.
pName | Name of model. |
pObject | For internal use only(default=NULL). |
virtual void FBDelete | ( | ) | [virtual] |
IQuery_Declare | ( | K_IMPLEMENTATION | ) |
Interface to IObject.
ICallback_Declare | ( | K_IMPLEMENTATION | ) |
virtual FBModel* Clone | ( | ) | [virtual] |
Clone the model.
This will duplicate the current model.
void SetMatrix | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
||
bool | pGlobalInfo = true , |
||
bool | pPushUndo = false , |
||
FBEvaluateInfo * | pEvaluateInfo = NULL |
||
) |
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 |
void GetMatrix | ( | FBMatrix & | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
||
bool | pGlobalInfo = true , |
||
FBEvaluateInfo * | pEvaluateInfo = NULL |
||
) |
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. |
void SetVector | ( | FBVector3d | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
||
bool | pGlobalInfo = true , |
||
bool | pPushUndo = false , |
||
FBEvaluateInfo * | pEvaluateInfo = NULL |
||
) |
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 |
void GetVector | ( | FBVector3d & | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
||
bool | pGlobalInfo = true , |
||
FBEvaluateInfo * | pEvaluateInfo = NULL |
||
) |
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 = NULL |
||
) | const |
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. |
Convert Rotation Matrix to Euler Vector based on model's rotation order.
pMatrix | Matrix to convert |
pRotation | Resulting euler vector. |
Convert Euler Vector to Rotation Matrix based on model's rotation order.
pRotation | Object space rotation vector to convert |
pMatrix | Resulting rotation matrix. |
Convert local matrix to object space vector.
pLM | Local rotation matrix to convert |
pDof | Resulting object space vector. |
Convert object space vector to local matrix.
pDof | Vector to convert |
pLM | Resulting local rotation matrix. |
void SetSchematicPosition | ( | int | pX, |
int | pY | ||
) |
Set the position in the schematic view for the model.
pX | X position to set. |
pY | Y position to set. |
void SetSchematicPosition | ( | FBVector2d | pVector2d | ) |
Set the position in the schematic view for the model.
pVector2d | Position to set. |
FBVector2d GetSchematicPosition | ( | ) |
Get the position in the schematic view for the model.
void GetBoundingBox | ( | FBVector3d & | pMin, |
FBVector3d & | 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 = NULL | ) |
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 | ( | ) | const |
void SetCullingMode | ( | FBModelCullingMode | pCullingMode | ) |
void 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.
virtual bool HasCustomDisplay | ( | ) | [inline, virtual] |
virtual void CustomModelDisplay | ( | FBCamera * | pCamera, |
FBModelShadingMode | pShadingMode, | ||
FBModelRenderPass | pRenderPass, | ||
float | pPickingAreaWidth, | ||
float | pPickingAreaHeight | ||
) | [inline, virtual] |
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. |
Definition at line 515 of file fbmodel.h.
{}
virtual bool CustomModelPicking | ( | int | pNbHits, |
unsigned int * | pSelectBuffer, | ||
FBCamera * | pCamera, | ||
int | pMouseX, | ||
int | pMouseY, | ||
FBTVector * | pLocalRaySrc, | ||
FBTVector * | pLocalRayDir, | ||
FBTVector * | pWorldRaySrc, | ||
FBTVector * | pWorldRayDir, | ||
FBMatrix * | pGlobalInverseMatrix, | ||
FBTVector * | pOutPickedPoint | ||
) | [inline, virtual] |
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. |
Definition at line 530 of file fbmodel.h.
{ return false; }
virtual bool ClosestRayIntersection | ( | const FBTVector & | pRayOrigin, |
const FBTVector & | pRayEnd, | ||
FBTVector & | pIntersectPos, | ||
FBNormal & | pIntersectNormal | ||
) | [virtual] |
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; |
unsigned char* GetSelectedPoints | ( | ) |
Get the list of the points selection state.
int GetSelectedPointsCount | ( | ) |
Get the number of selected points in the model.
bool SetAdditionalUniqueColorIDCount | ( | unsigned int | pCount | ) |
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. |
unsigned int GetAdditionalUniqueColorIDCount | ( | ) | const |
Get additional unique color count.
FBColor GetAdditionalUniqueColorID | ( | unsigned int | pIndex | ) | const |
Get Additional Unique Color Id.
pIndex | the requested unique color id index, can't be larger than GetAdditionalColorIDCount() |
virtual bool FbxStore | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
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 FBModelNull, and FBModelMarker.
virtual bool FbxRetrieve | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
Reimplemented from FBBox.
Reimplemented in FBModelNull, and FBModelMarker.
void 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.
virtual const char* FbxGetObjectType | ( | ) | [override, virtual] |
Returns the class type inherited by the class of an object, for example: 'Model'.
Reimplemented from FBBox.
Reimplemented in FBModelNull, and FBModelMarker.
virtual const char* FbxGetObjectSubType | ( | ) | [override, virtual] |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.
Reimplemented from FBBox.
Reimplemented in FBModelNull, and FBModelMarker.
List: Textures with Special UseType (Other than "Color" which should connect to materials).
List: Deformers (Skeleton Deformer or Point Cache Deformer).
Read Write Property: Is model a 3D icon?
Read Write Property: Is model Soft selected?
Read Only Property: Is model deformable?
Read Only Property: Is model constrained?
Read Write Property: Model skeleton deformable.
Not Savable
Read Write Property: Model blend-shape deformable.
Not Savable
Read Write Property: Model constraint deformable.
Not Savable
Read Write Property: Model point cache deformable.
Not Savable
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.
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.
Read Write Property: Apply Post Rotation Matrix only for Limits?
Read Write Property: Is model using Rotation Limits?
Read Write Property: Pre Rotation (considered if RotationActive is true)
Read Write Property: Post Rotation (considered if RotationActive is true)
Read Write Property: Min Rotation Limit (considered if RotationActive is true)
Read Write Property: Max Rotation Limit (considered if RotationActive is true)
Read Write Property: Is model using Minimum Rotation Limits On X?
Read Write Property: Is model using Minimum Rotation Limits On Y?
Read Write Property: Is model using Minimum Rotation Limits On Z?
Read Write Property: Is model using Maximum Rotation Limits On X?
Read Write Property: Is model using Maximum Rotation Limits On Y?
Read Write Property: Is model using Maximum Rotation Limits On Z?
Read Write Property: Is model using Translation Limits?
Read Write Property: Translation Limit Min.
Read Write Property: Translation Limit Max.
Read Write Property: Is model using Translation Limits on Min X.
Read Write Property: Is model using Translation Limits on Min Y.
Read Write Property: Is model using Translation Limits on Min Z.
Read Write Property: Is model using Translation Limits on Max X.
Read Write Property: Is model using Translation Limits on Max Y.
Read Write Property: Is model using Translation Limits on Max Z.
Read Write Property: Visibility of model.
This can be overridden by the 'Show' property.
Read Write Property: //!< When this value is set to True
the Visibility of this model is also applied to all its descendants
Read Write Property: Lcl translation.
Read Write Property: Lcl rotation.
Read Write Property: Lcl scaling.
Read Write Property: Geometric translation.
Read Write Property: Geometric rotation.
Read Write Property: Geometric scaling.
Read Write Property: Use quaternion interpolation.
Read Write Property: Indicate if the viewer should show the object, according to its visibility value.
This has a default value of 'false'.
Read Write Property: Indicate if a model can be picked in the viewer.
This has a default value of 'true'.
Read Write Property: Indicate if a model can be transformable in the viewer.
This has a default value of 'true'.
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.
Read Write Property: Control the geometry render state.
Geometry can still cast shadows even if this is turned off.
Read Write Property: If true, the geometry will produce shadows.
Read Write Property: If true, the geometry will receive shadows.