Public Member Functions | Public Attributes

FBAnimationLayer Class Reference

This reference page is linked to from the following overview topics: Animation Layers.


Search for all occurrences

Detailed Description

Used to access animation layer properties and modify them.

Changing the various properties of the layers will modify how the animation will be interpreted. For example, muting a layer will mute all the animation contained on the layer. You can access the animation layer object from the take, usign the FBTake::GetLayer() and FBTake::GetLayerByName(). See the FBTake class for more details.

Definition at line 692 of file fbdata.h.

#include <fbdata.h>

Inheritance diagram for FBAnimationLayer:
Inheritance graph
[legend]

List of all members.

Public Member Functions

 FBAnimationLayer (const char *pName, int pLayerID, HIObject pObject=NULL)
 Constructor.
virtual void FBDelete ()
 Virtual FBDelete function.
void AddChildLayer (FBAnimationLayer *pAnimationLayer)
 Add a child to the layer.
FBAnimationLayerGetChildLayer (int pIndex)
 Get the nth child layer of this layer.
int GetChildCount ()
 Get the child layer count of this layer.
void GetCompleteChildHierarchy (FBArrayTemplate< FBAnimationLayer * > *pChildArray)
 Get the all the children hierarchy of the layer, including children not directly connected to this layer.
void SetParentLayer (FBAnimationLayer *pParentLayer)
 Set the parent layer.
FBAnimationLayerGetParentLayer ()
 Get the parent layer.
int GetLayerIndex ()
 Get the layer index.
void SelectLayer (bool pValue, bool pExclusiveSelect)
 Select the layer.
bool IsSelected ()
 Verify if the layer is selected.

Public Attributes

FBPropertyBool Solo
 Read Write Property: If true, the layer is soloed.
FBPropertyBool Mute
 Read Write Property: If true, the layer is muted.
FBPropertyBool Lock
 Read Write Property: If true, the layer is locked.
FBPropertyAnimatableDouble Weight
 Read Write Property: The weight value of a layer determines how much it is present in the result animation.
FBPropertyLayerMode LayerMode
 Read Write Property: Layer mode.
FBPropertyLayerRotationMode LayerRotationMode
 Read Only Property: Layer rotation mode.

Constructor & Destructor Documentation

FBAnimationLayer ( const char *  pName,
int  pLayerID,
HIObject  pObject = NULL 
)

Constructor.

Parameters:
pNameName of the animation layer.
pLayerIDID to set for the new layer.
pObjectFor internal use only.

Member Function Documentation

virtual void FBDelete ( ) [virtual]

Virtual FBDelete function.

Reimplemented from FBComponent.

void AddChildLayer ( FBAnimationLayer pAnimationLayer)

Add a child to the layer.

Layer ID of the new child layer might change after parenting depending where the child layer was originally located.

Parameters:
pAnimationLayerLayer to set as a child.
FBAnimationLayer* GetChildLayer ( int  pIndex)

Get the nth child layer of this layer.

Parameters:
pIndexIndex of the child layer to get.
Returns:
Child animation layer located at pIndex
int GetChildCount ( )

Get the child layer count of this layer.

The count will only includes direct child of the layer.

Returns:
Child layer count, or -1 if unsuccessful
void GetCompleteChildHierarchy ( FBArrayTemplate< FBAnimationLayer * > *  pChildArray)

Get the all the children hierarchy of the layer, including children not directly connected to this layer.

Python
The function takes no parameter and returns a Python list. ex : lArray = lAnimationLayer.GetCompleteChildHierarchy()
Parameters:
pChildArrayArray of child layers, will be filled by the function.
void SetParentLayer ( FBAnimationLayer pParentLayer)

Set the parent layer.

Parameters:
pParentLayerA pointer to the parent layer or NULL if you want to unparent the layer.
FBAnimationLayer* GetParentLayer ( )

Get the parent layer.

Returns:
A pointer to the parent layer or NULL if the layer doesn't have a parent.
int GetLayerIndex ( )

Get the layer index.

Returns:
The layer index in the current layer hierarchy. This value will change if the hierarchy is modified. Return -1 if unsuccessful.
void SelectLayer ( bool  pValue,
bool  pExclusiveSelect 
)

Select the layer.

This is the equivalent of selecting the layer in the UI in the Animation Layer Editor tool

Parameters:
pValueTrue if the layer will be selected, false otherwise.
pExclusiveSelectIf pValue is true, passing true will deselect all the other layers, creating an exclusive selection.
bool IsSelected ( )

Verify if the layer is selected.

Returns:
True if the layer is selected, false otherwise.

Member Data Documentation

Read Write Property: If true, the layer is soloed.

When you solo a layer, you mute other layers that are at the same level in the hierarchy, as well as the children of those layers. Cannot be applied to the BaseAnimation Layer.

Definition at line 709 of file fbdata.h.

Read Write Property: If true, the layer is muted.

A muted layer is not included in the result animation. Cannot be applied to the BaseAnimation Layer.

Definition at line 710 of file fbdata.h.

Read Write Property: If true, the layer is locked.

You cannot modify keyframes on a locked layer.

Definition at line 711 of file fbdata.h.

Read Write Property: The weight value of a layer determines how much it is present in the result animation.

Takes a value from 0 (the layer is not present) to 100. The weighting of a parent layer is factored into the weighting of its child layers, if any. BaseAnimation Layer always has a Weight of 100.

Definition at line 712 of file fbdata.h.

FBPropertyLayerMode LayerMode

Read Write Property: Layer mode.

By default, the layer is in kFBLayerModeAdditive mode. Cannot be applied to the BaseAnimation Layer.

Definition at line 713 of file fbdata.h.

FBPropertyLayerRotationMode LayerRotationMode

Read Only Property: Layer rotation mode.

Cannot be applied to the BaseAnimation Layer.

Definition at line 714 of file fbdata.h.


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

FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer
FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer