FBScene Class Reference
 
 
 
FBScene Class Reference

#include <mobu-python-api.h>


Class Description

Access to the MotionBuilder scene. In MotionBuilder, the scene is the environment where your models exist. The scene contains models which you can import, select, transform, copy, tweak, and animate. The FBScene object is obtained from the scene attribute of FBSystem. The FBScene class contains many attributes that you can use to access objects, e.g cameras, characters, lights, and takes, essentially everything you see in the Navigator in the UI. A project can only contain one scene, and if you try to create an instance of a scene you will get an error, so you must access the scene by getting a handle through FBSystem.

    myScene = FBSystem().Scene

See also the C++ code sample in toolscene.

Inheritance diagram for FBScene:
FBComponent FBPlug FBPythonWrapper

Public Member Functions

def  __reduce__ ()
def  GetScriptsPaths ()
def  Evaluate ()
def  Clear ()
def  CandidateEvaluationAndResolve ()
def  EvaluateDeformations ()
def  FBDelete ()
def  NamespaceGetChildrenList ()
def  NamespaceGet ()
def  NamespaceGetOwnerFileReference ()
def  NamespaceExist ()
def  NamespaceEmpty ()
def  NamespaceGetContentList ()
def  NamespaceSelectContent ()
def  NamespaceRename ()
def  NamespaceDelete ()
def  NamespaceCleanup ()
def  NamespaceDeleteContent ()
def  NamespaceImport ()
def  NamespaceImportToMultiple ()
def  NamespaceExport ()
def  __init__ ()
def  PropertyGetModifiedList ()
def  ClassName ()
def  DisableObjectFlags ()
def  EnableObjectFlags ()
def  FBCreate ()
def  FBDestroy ()
def  GetObjectFlags ()
def  GetObjectStatus ()
def  HasObjectFlags ()
def  Is ()
def  ProcessNamespaceHierarchy ()
def  ProcessObjectNamespace ()
def  PropertyAdd ()
def  PropertyAddReferenceProperty ()
def  PropertyCreate ()
def  PropertyRemove ()
def  SetObjectFlags ()
def  SetObjectStatus ()
def  HardSelect ()
def  GetOwnerFileReference ()
def  BeginChange ()
def  ConnectDst ()
def  ConnectDstAt ()
def  ConnectSrc ()
def  ConnectSrcAt ()
def  DisconnectAllDst ()
def  DisconnectAllSrc ()
def  DisconnectDst ()
def  DisconnectDstAt ()
def  DisconnectSrc ()
def  DisconnectSrcAt ()
def  EndChange ()
def  GetDst ()
def  GetDstCount ()
def  GetDstType ()
def  GetOwned ()
def  GetOwnedCount ()
def  GetOwner ()
def  GetSrc ()
def  GetSrcCount ()
def  GetSrcType ()
def  IsSDKComponent ()
def  MoveSrcAt ()
def  ReplaceDstAt ()
def  ReplaceSrcAt ()
def  SwapSrc ()
def  SetSelfModified ()
def  GetSelfModified ()
def  SetContentModified ()
def  GetContentModified ()
def  GetPlugConnectionModifiedList ()
def  RevertModification ()
def  PrintClassDefinitions ()

Public Attributes

FBPropertyListActorFace  ActorFaces
FBPropertyListActor  Actors
FBPropertyListAudioClip  AudioClips
FBPropertyListCamera  Cameras
FBPropertyListCharacterExtension  CharacterExtensions
FBPropertyListCharacterFace  CharacterFaces
FBPropertyListCharacterPose  CharacterPoses
FBPropertyListCharacter  Characters
FBPropertyListComponent  Components
FBPropertyListConstraint  Constraints
FBPropertyListControlSet  ControlSets
FBPropertyListDevice  Devices
FBPropertyListFolder  Folders
FBPropertyListGroup  Groups
FBPropertyListHandle  Handles
FBPropertyListHUD  HUDs
FBPropertyListLight  Lights
FBPropertyListMarkerSet  MarkerSets
FBPropertyListCharacterMarkerSet  CharacterMarkerSets
FBPropertyListMaterial  Materials
FBPropertyListMotionClip  MotionClips
FBPropertyListNote  Notes
FBPropertyListObjectPose  ObjectPoses
FBPropertyListPose  Poses
FBPropertyListPhysicalProperties  PhysicalProperties
FBPropertyRenderer  Renderer
FBPropertyModel  RootModel
FBPropertyListSet  Sets
FBPropertyListNamespace  Namespaces
FBPropertyListFileReference  FileReferences
FBPropertyListShader  Shaders
FBPropertyListDeformer  Deformers
FBPropertyListConstraintSolver  ConstraintSolvers
FBPropertyListTake  Takes
FBPropertyListTexture  Textures
FBPropertyListUserObject  UserObjects
FBPropertyListVideoClip  VideoClips
FBPropertyListKeyingGroup  KeyingGroups
FBPropertyListModelSkeleton  ModelSkeletons
FBPropertyListModelOptical  ModelOpticals
FBPropertyEvent  OnChange
FBPropertyEvent  OnTakeChange
object  OwnerNamespace
FBPropertyString  Name
FBPropertyString  LongName
object  FullName
FBPropertyListComponent  Parents
FBPropertyManager  PropertyList
FBPropertyBool  Selected
object  OnUnbind

Member Function Documentation

def __reduce__ ( )
def GetScriptsPaths ( )

Python Docstring:

GetScriptsPaths( (FBScene)arg1) -> FBStringList 

C++ Signature:

void GetScriptsPaths(FBStringList & pPathList) 

Get paths of all the python scripts object in the scene.

Parameters:
pPathList Out parameter, to collect the path of python scripts.
def Evaluate ( )

Python Docstring:

Evaluate( (FBScene)arg1) -> bool 

C++ Signature:

bool Evaluate() 

Evaluate the scene.

Note:
MoBu's is highly optimized for real-time performance, due to its multi-thread, double buffer and lazy-evaluation architecture, complex scripts are often required to call FBScene.Evaluate() to commit previous scene change commands before execute following operations. Also, certain operations in SDK may require cached data to be reevaluated. In typical large scenes this call may be consider as very costly. That�s why user is responsible to design code in the way that requires as little as possible calls to FBScene.Evaluate. We should consider use FBScene.Evaluate() between scene change commands as "common scripting practice
Returns:
true if successful.
def Clear ( )

Python Docstring:

Clear( (FBScene)arg1) -> None 

C++ Signature:

void Clear() 

Clears the elements part of the scene. Not those that belong to all the scenes.

def CandidateEvaluationAndResolve ( )

Python Docstring:

CandidateEvaluationAndResolve( (FBScene)arg1) -> bool 

C++ Signature:

bool CandidateEvaluationAndResolve() 

Resolving the Candidate.

Returns:
true if successful.
def EvaluateDeformations ( )

Python Docstring:

EvaluateDeformations( (FBScene)arg1) -> bool 

C++ Signature:

bool EvaluateDeformations() 

Evaluate the deformations of the scene.

Returns:
true if successful.
def FBDelete ( )

Python Docstring:

FBDelete( (FBScene)arg1) -> None 

C++ Signature:

void FBDelete() 

Virtual FBDelete function.

Reimplemented from FBComponent.

def NamespaceGetChildrenList ( )

Python Docstring:

NamespaceGetChildrenList( (FBScene)arg1, (FBStringList)arg2 [, (str)arg3 [, (object)arg4]]) -> int 

C++ Signature:

int NamespaceGetChildrenList(FBStringList & pNamespaceList, const char * pNamespace = NULL, bool pRecursive = true) 

Get list of children namespaces in the given namespace.

Parameters:
pNamespaceList the list of namespace to return.
pNamespace specify the parent namespace, NULL for the whole scene.
pRecursive True only work on the direct children level namespace, otherwise will work on the whole children namespace hierarchy recursively.
Returns:
the list of children namespaces.
def NamespaceGet ( )

Python Docstring:

NamespaceGet( (FBScene)arg1, (str)arg2) -> object 

C++ Signature:

FBNamespace * NamespaceGet(const char * pNamespace) 

Get Namespace object.

Parameters:
pNamespace the namespace to query
Returns:
Namespace with exact name matching
def NamespaceGetOwnerFileReference ( )

Python Docstring:

NamespaceGetOwnerFileReference( (FBScene)arg1, (str)arg2) -> object 

C++ Signature:

FBFileReference * NamespaceGetOwnerFileReference(const char * pNamespace) 

Get Owner FileReference object if the namespace is originated from File Reference.

Parameters:
pNamespace the namespace to work on, could be nested namespace inside the FileReference's namespace.
Returns:
the FileReference object is the namespace is originated from. NULL otherwise.
def NamespaceExist ( )

Python Docstring:

NamespaceExist( (FBScene)arg1, (str)arg2) -> bool 

C++ Signature:

bool NamespaceExist(const char * pNamespace) 

Query if namespace exists.

Parameters:
pNamespace the namespace to query
Returns:
True if the namespace exist, otherwise return False.
def NamespaceEmpty ( )

Python Docstring:

NamespaceEmpty( (FBScene)arg1, (str)arg2) -> bool 

C++ Signature:

bool NamespaceEmpty(const char * pNamespace) 

Query if namespace is empty.

Parameters:
pNamespace the namespace to query, NULL for whole scene.
Returns:
True if the namespace (don't include nested children namespace) is empty
def NamespaceGetContentList ( )

Python Docstring:

NamespaceGetContentList( (FBScene)arg1, (FBComponentList)arg2, (str)arg3 [, (FBPlugModificationFlag)arg4 [, (object)arg5 [, (object)arg6 [, (object)arg7]]]]) -> None 

C++ Signature:

void NamespaceGetContentList(FBArrayTemplate & pContentList, const char * pNamespace, FBPlugModificationFlag pModificationFlags = kFBPlugAllContent, bool pRecursive = true, int pTypeInfo = FBPlug::TypeInfo, bool pExactTypeMatch = false) 

Get List of the namespace content.

Parameters:
pContentList the list of content to return.
pNamespace the namespace to work on, NULL for whole scene.
pModificationFlags bitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursive True only work on the direct children level namespace, otherwise will work on the whole children namespace hierarchy recursively.
pTypeInfo the typeInfo of the type of interested object, 0 for all the objects.
pExactTypeMatch if True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel.TypeInfo).
def NamespaceSelectContent ( )

Python Docstring:

NamespaceSelectContent( (FBScene)arg1, (str)arg2, (object)arg3 [, (FBPlugModificationFlag)arg4 [, (object)arg5 [, (object)arg6 [, (object)arg7]]]]) -> None 

C++ Signature:

void NamespaceSelectContent(const char * pNamespace, bool pSelect, FBPlugModificationFlag pModificationFlags = kFBPlugAllContent, bool pRecursive = true, int pTypeInfo = FBPlug::TypeInfo, bool pExactTypeMatch = false) 

Select (or de-select) the namespace content.

Parameters:
pNamespace the namespace to work on, NULL for whole scene.
pSelect True (or False) indicate to select (or de-select)
pModificationFlags bitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursive True only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfo the typeInfo of the type of interested object, default for all the objects.
pExactTypeMatch if True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel.TypeInfo).
def NamespaceRename ( )

Python Docstring:

NamespaceRename( (FBScene)arg1, (str)arg2, (str)arg3 [, (object)arg4 [, (object)arg5 [, (object)arg6]]]) -> bool 

C++ Signature:

bool NamespaceRename(const char * pNameSpace, const char * pNewNamespace, bool pRecursive = true, int pTypeInfo = FBPlug::TypeInfo, bool pExactTypeMatch = false) 

Rename the namespace.

Parameters:
pNameSpace the namespace to work on, NULL for whole scene.
pNewNamespace the new namespace
pRecursive True only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfo the typeInfo of the type of interested object, default for all the objects.
pExactTypeMatch if True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel.TypeInfo).
Returns:
True if operation successfully, False is this namespace (or pTypeInfo type of objects) doesn't exist, or locked (by FileReferencing or etc.,)
Note:
call with default parameters is considered as renaming of the whole namespace structure, otherwise will be considered as partially renaming individual objects. Renaming permission will be validated accordingly.
def NamespaceDelete ( )

Python Docstring:

NamespaceDelete( (FBScene)arg1, (str)arg2) -> bool 

C++ Signature:

bool NamespaceDelete(const char * pNamespace) 

Delete the namespace & all its content.

Parameters:
pNamespace the namespace to work on
Returns:
True if operation successfully, False is this namespace doesn't exist, or is locked (by FileReferencing or etc.,)
def NamespaceCleanup ( )

Python Docstring:

NamespaceCleanup( (FBScene)arg1) -> bool 

C++ Signature:

bool NamespaceCleanup() 

Remove all empty namespaces. During some namespace operations, empty namespace may left over, while this is not harmful but could be annoying. Save the scene and load it back those empty namespaces will disappear. And this function also allow user to remove all empty namespaces from the scene easily via SDK.

Returns:
True if operation successfully.
def NamespaceDeleteContent ( )

Python Docstring:

NamespaceDeleteContent( (FBScene)arg1, (str)arg2 [, (FBPlugModificationFlag)arg3 [, (object)arg4 [, (object)arg5 [, (object)arg6]]]]) -> bool 

C++ Signature:

bool NamespaceDeleteContent(const char * pNamespace, FBPlugModificationFlag pModificationFlags = kFBPlugAllContent, bool pRecursive = true, int pTypeInfo = FBPlug::TypeInfo, bool pExactTypeMatch = false) 

Delete the namespace content.

Parameters:
pNamespace the namespace to work on
pModificationFlags bitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursive True only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfo the typeInfo of the type of interested object, default for all the objects.
pExactTypeMatch if True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel.TypeInfo).
Returns:
False is the given namespace doesn't exist, or is locked (by FileRef or etc.,), True otherwise.
Note:
Not all the objects will be deletable (system objects and etc.,). Deletion of partial FileRef content isn't prevented, however the behavior is undefined.
def NamespaceImport ( )

Python Docstring:

NamespaceImport( (FBScene)arg1, (str)arg2, (str)arg3 [, (object)arg4]) -> bool 

C++ Signature:

bool NamespaceImport(const char * pNamespace, const char * pFilePath, bool pAsFileReference = false) 

Import file into Namespace (or as file reference)

Parameters:
pNamespace the namespace to import to, must be in editable scope.
pFilePath the referenced file path to import.
pAsFileReference import the file as file reference. The default value is false.
Returns:
True if successfully.
def NamespaceImportToMultiple ( )

Python Docstring:

NamespaceImportToMultiple( (FBScene)arg1, (FBStringList)arg2, (str)arg3 [, (object)arg4]) -> bool 

C++ Signature:

bool NamespaceImportToMultiple(const FBStringList & pDstNamespaceList, const char * pFilePath, bool pAsFileReference = false) 

Import file into multiple Namespaces (or as file references)

Parameters:
pDstNamespaceList the Dst namespaces list to import, must not exist or be self contained.
pFilePath the referenced file path to import.
pAsFileReference import the file as file reference. The default value is false.
Returns:
True if successfully.
def NamespaceExport ( )

Python Docstring:

NamespaceExport( (FBScene)arg1, (str)arg2, (str)arg3 [, (object)arg4]) -> bool 

C++ Signature:

bool NamespaceExport(const char * pNamespace, const char * pFilePath, bool pASCIIFormat = false) 

Export scene content within namespace to file.

Parameters:
pNamespace the namespace to use, must exist
pFilePath the referenced file path to export.
pASCIIFormat save the file in ASCII format.
Returns:
True if successfully.
def __init__ ( )

Python Docstring:

Raises an exception
This class cannot be instantiated from Python 

C++ Constructors:
The reference documentation for the following C++ symbols may contain additional relevant information.

 FBScene(const FBScene * )
 FBScene(const FBScene & )
 FBScene(HIObject pObject)

Reimplemented from FBComponent.

def PropertyGetModifiedList ( ) [inherited]

Python Docstring:

PropertyGetModifiedList( (FBComponent)arg1, (FBPlugModificationFlag)arg2) -> FBPropertyList 

C++ Signature:

void PropertyGetModifiedList(FBArrayTemplate< FBProperty * > & pPropList, FBPlugModificationFlag pModificationFlags) 

Get list of properties which have been modified since last loading.

Parameters:
pPropList property list to hold the modified properties.
pModificationFlags type of modification to query.
def ClassName ( ) [inherited]

Python Docstring:

ClassName( (FBComponent)arg1) -> str 

C++ Signature:

const char * ClassName() 

Get the class name.

Returns:
The class name (i.e. "FBComponent").

Reimplemented from FBPlug.

def DisableObjectFlags ( ) [inherited]

Python Docstring:

DisableObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None 

C++ Signature:

void DisableObjectFlags(FBObjectFlag pFlags) 

Disable a specific Object Flags.

Parameters:
pFlags Flags to disable.
def EnableObjectFlags ( ) [inherited]

Python Docstring:

EnableObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None 

C++ Signature:

void EnableObjectFlags(FBObjectFlag pFlags) 

Enable a specific Object Flags.

Parameters:
pFlags Flags to enable.
def FBCreate ( ) [inherited]

Python Docstring:

FBCreate( (FBComponent)arg1) -> bool 

C++ Signature:

bool FBCreate() 

Open Reality Creation function.

Returns:
Outcome of creation (true/false).

Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.

def FBDestroy ( ) [inherited]

Python Docstring:

FBDestroy( (FBComponent)arg1) -> None 

C++ Signature:

void FBDestroy() 

Open Reality destruction function.

Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.

def GetObjectFlags ( ) [inherited]

Python Docstring:

GetObjectFlags( (FBComponent)arg1) -> FBObjectFlag 

C++ Signature:

FBObjectFlag GetObjectFlags() 

Get all Object Flags (concatenated).

Returns:
Get all object flags in one call. Flags can be concatenated.
def GetObjectStatus ( ) [inherited]

Python Docstring:

GetObjectStatus( (FBComponent)arg1, (FBObjectStatus)arg2) -> bool 

C++ Signature:

bool GetObjectStatus(FBObjectStatus pStatus) 

Check to see if an object status is enabled.

Parameters:
pStatus Status to query.
def HasObjectFlags ( ) [inherited]

Python Docstring:

HasObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> bool 

C++ Signature:

bool HasObjectFlags(FBObjectFlag pFlags) 

Check whether a specific object flag is enabled.

Parameters:
pFlags Flags to check if they are present.
Returns:
True if all flags in pFlags are enabled.
def Is ( ) [inherited]

Python Docstring:

Is( (FBComponent)arg1, (object)arg2) -> bool 

C++ Signature:

bool Is(int pTypeId) 

Returns true if object is of type TypeId.

Parameters:
pTypeId TypeId to compare object to.
Returns:
Result of the comparison.

Reimplemented from FBPlug.

def ProcessNamespaceHierarchy ( ) [inherited]

Python Docstring:

ProcessNamespaceHierarchy( (FBComponent)arg1, (FBNamespaceAction)arg2, (str)arg3 [, (str)arg4 [, (object)arg5]]) -> bool 

C++ Signature:

bool ProcessNamespaceHierarchy(FBNamespaceAction pNamespaceAction, const char * pNamespaceName, const char * pReplaceTo = NULL, bool pAddRight = true) 

ProcessNamespaceHierarchy. New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This recursive function goes through the whole hierarchy (children) to add/replace the prefix. If you need to work on a single object, use the ProcessObjectPrefix function.

Parameters:
pNamespaceAction Which operation to do on the hierarchy (children).
pNamespaceName The Namespace name on Add/Delete or the prefix to replace in case of replace.
pReplaceTo The new Namespace Name or NULL in case of add or delete.
pAddRight Whether to add the namespace on right-most or left-most side or other namespace.
Returns:
return true if process successful.
def ProcessObjectNamespace ( ) [inherited]

Python Docstring:

ProcessObjectNamespace( (FBComponent)arg1, (FBNamespaceAction)arg2, (str)arg3 [, (str)arg4 [, (object)arg5]]) -> bool 

C++ Signature:

bool ProcessObjectNamespace(FBNamespaceAction pNamespaceAction, const char * pNamespaceName, const char * pReplaceTo = NULL, bool pAddRight = true) 

ProcessObjectNamespace. New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This function is the same as ProcessNamespaceHierarchy except that it applies only on the current object and not to the object's children.

Parameters:
pNamespaceAction Which operation to do on the hierarchy (children).
pNamespaceName The Namespace name on Add/Delete or the prefix to replace in case of replace.
pReplaceTo The new Namespace Name or NULL in case of add or delete.
pAddRight Whether to add the namespace on right-most or left-most side or other namespace.
Returns:
return true if process successful.
def PropertyAdd ( ) [inherited]

Python Docstring:

PropertyAdd( (FBComponent)arg1, (FBProperty)arg2) -> int 

C++ Signature:

int PropertyAdd(FBProperty * pProperty) 

Add a property to the component's property manager.

Parameters:
pProperty The property to add to the property manager.
Returns:
Index in the property array where property was inserted.
def PropertyAddReferenceProperty ( ) [inherited]

Python Docstring:

PropertyAddReferenceProperty( (FBComponent)arg1, (FBProperty)arg2) -> bool 

C++ Signature:

bool PropertyAddReferenceProperty(FBProperty * pReferenceProperty) 

Add a reference property to the component's property manager.

Parameters:
pReferenceProperty The property to from an other object to add a reference to (property cannot be a custom ORSDK property).
Returns:
True if the reference property could be added.
def PropertyCreate ( ) [inherited]

Python Docstring:

PropertyCreate( (FBComponent)arg1, (str)arg2, (FBPropertyType)arg3, (str)arg4, (object)arg5, (object)arg6, (FBProperty)arg7) -> object 

C++ Signature:

FBProperty * PropertyCreate(const char * pName, FBPropertyType pType, const char * pDataType, bool pAnimatable, bool pIsUser = false, FBProperty * pReferenceSource = NULL) 

Create user or dynamic property.

Parameters:
pName The name of the property.
pType Type of the property. See enum FBPropertyType.
pDataType DataType of the property.
pAnimatable To specify if the property can be animated.
pIsUser To specify if the property is available as a custom property or dynamic and attached to the object.
pReferenceSource Specifies the property that a reference refers to.
def PropertyRemove ( ) [inherited]

Python Docstring:

PropertyRemove( (FBComponent)arg1, (FBProperty)arg2) -> None 

C++ Signature:

void PropertyRemove(FBProperty * pProperty) 

Remove a Property from the component's Property manager. If the property was dynamically allocated, it is deleted.

Parameters:
pProperty The property to remove from the property manager.
def SetObjectFlags ( ) [inherited]

Python Docstring:

SetObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None 

C++ Signature:

void SetObjectFlags(FBObjectFlag pFlags) 

SetObjectFlags.

Parameters:
pFlags Set flag values. Note: this function overwrites all flags with those passed in parameter.
def SetObjectStatus ( ) [inherited]

Python Docstring:

SetObjectStatus( (FBComponent)arg1, (FBObjectStatus)arg2, (object)arg3) -> None 

C++ Signature:

void SetObjectStatus(FBObjectStatus pStatus, bool pValue) 

Enable/Disable a specific Object Status.

Parameters:
pStatus Status to change.
pValue Value to change the status to.
def HardSelect ( ) [inherited]

Python Docstring:

HardSelect( (FBComponent)arg1) -> None 

C++ Signature:

void HardSelect() 

HardSelect. Selects the object, and emits a hard select event for UI update notification.

def GetOwnerFileReference ( ) [inherited]

Python Docstring:

GetOwnerFileReference( (FBComponent)arg1) -> object 

C++ Signature:

FBFileReference * GetOwnerFileReference(void ) 

Get the owner FileReference object.

Returns:
the owner FileReference object
def BeginChange ( ) [inherited]

Python Docstring:

BeginChange( (FBPlug)arg1) -> bool 

C++ Signature:

bool BeginChange() 

Begins a change on multiple plugs.

Returns:
A boolean indicating success (True) or failure (False).
def ConnectDst ( ) [inherited]

Python Docstring:

ConnectDst( (FBPlug)arg1, (FBPlug)arg2 [, (FBConnectionType)arg3]) -> bool 

C++ Signature:

bool ConnectDst(FBPlug * pDst, FBConnectionType pConnectionType = kFBConnectionTypeNone) 

Add a destination connection.

Parameters:
pDst Destination plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False)
def ConnectDstAt ( ) [inherited]

Python Docstring:

ConnectDstAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3 [, (FBConnectionType)arg4]) -> bool 

C++ Signature:

bool ConnectDstAt(int pSrc_DstIndex, FBPlug * pDst, FBConnectionType pConnectionType = kFBConnectionTypeNone) 

Add a destination connection.

Parameters:
pSrc_DstIndex Index that tells where to add this destination connection in the source's connection list. if index is out of bound, and this destination connection will be appended at the end.
pDst Destination plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False).
def ConnectSrc ( ) [inherited]

Python Docstring:

ConnectSrc( (FBPlug)arg1, (FBPlug)arg2 [, (FBConnectionType)arg3]) -> bool 

C++ Signature:

bool ConnectSrc(FBPlug * pSrc, FBConnectionType pConnectionType = kFBConnectionTypeNone) 

Add a source connection.

Parameters:
pSrc Source plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False).
def ConnectSrcAt ( ) [inherited]

Python Docstring:

ConnectSrcAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3 [, (FBConnectionType)arg4]) -> bool 

C++ Signature:

bool ConnectSrcAt(int pDst_SrcIndex, FBPlug * pSrc, FBConnectionType pConnectionType = kFBConnectionTypeNone) 

Add a source connection.

Parameters:
pDst_SrcIndex Index that tells where to add this source connection in the destination's connection list. if index is out of bound, and this source connection will be appended at the end.
pSrc Source plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False).
def DisconnectAllDst ( ) [inherited]

Python Docstring:

DisconnectAllDst( (FBPlug)arg1) -> None 

C++ Signature:

void DisconnectAllDst() 

Remove all destination connections.

def DisconnectAllSrc ( ) [inherited]

Python Docstring:

DisconnectAllSrc( (FBPlug)arg1) -> None 

C++ Signature:

void DisconnectAllSrc() 

Remove all source connections.

def DisconnectDst ( ) [inherited]

Python Docstring:

DisconnectDst( (FBPlug)arg1, (FBPlug)arg2) -> bool 

C++ Signature:

bool DisconnectDst(FBPlug * pDst) 

Remove a destination connection.

Parameters:
pDst Destination plug.
Returns:
A boolean indicating success (True) or failure (False).
def DisconnectDstAt ( ) [inherited]

Python Docstring:

DisconnectDstAt( (FBPlug)arg1, (object)arg2) -> bool 

C++ Signature:

bool DisconnectDstAt(int pIndex) 

Remove a destination connection at a specified index.

Parameters:
pIndex Destination plug index.
Returns:
A boolean indicating success (True) or failure (False).
def DisconnectSrc ( ) [inherited]

Python Docstring:

DisconnectSrc( (FBPlug)arg1, (FBPlug)arg2) -> bool 

C++ Signature:

bool DisconnectSrc(FBPlug * pSrc) 

Remove a source connection.

Parameters:
pSrc Source plug.
Returns:
A boolean indicating success (True) or failure (False).
def DisconnectSrcAt ( ) [inherited]

Python Docstring:

DisconnectSrcAt( (FBPlug)arg1, (object)arg2) -> bool 

C++ Signature:

bool DisconnectSrcAt(int pIndex) 

Remove a source connection at a specified index.

Parameters:
pIndex Source plug index.
Returns:
A boolean indicating success (True) or failure (False).
def EndChange ( ) [inherited]

Python Docstring:

EndChange( (FBPlug)arg1) -> None 

C++ Signature:

void EndChange() 

Ends a change on multiple plugs.

def GetDst ( ) [inherited]

Python Docstring:

GetDst( (FBPlug)arg1, (object)arg2) -> object 

C++ Signature:

FBPlug * GetDst(int pIndex) 

Get a destination connection's plug at specified index.

Parameters:
pIndex Index of the destination connection's plug.
Returns:
Destination plug at specified index.
def GetDstCount ( ) [inherited]

Python Docstring:

GetDstCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetDstCount() 

Get destination connection count.

Returns:
Total destinations connections count.
def GetDstType ( ) [inherited]

Python Docstring:

GetDstType( (FBPlug)arg1, (object)arg2) -> FBConnectionType 

C++ Signature:

FBConnectionType GetDstType(int pIndex) 

Get a destination connection's type at specified index.

Parameters:
pIndex Index of the destination connection's type.
Returns:
Destination connection's type at specified index.
def GetOwned ( ) [inherited]

Python Docstring:

GetOwned( (FBPlug)arg1, (object)arg2) -> object 

C++ Signature:

FBPlug * GetOwned(int pIndex) 

Get the owned plug at specified index.

Parameters:
pIndex Index of the owned plug to get.
Returns:
The owned plug at specified index.
def GetOwnedCount ( ) [inherited]

Python Docstring:

GetOwnedCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetOwnedCount() 

Get the owned plug count.

Returns:
The owned plug count.
def GetOwner ( ) [inherited]

Python Docstring:

GetOwner( (FBPlug)arg1) -> object 

C++ Signature:

FBPlug * GetOwner() 

Get the owner of this plug. Very useful for properties since they are plugs too.

Returns:
The owner of this plug.
def GetSrc ( ) [inherited]

Python Docstring:

GetSrc( (FBPlug)arg1, (object)arg2) -> object 

C++ Signature:

FBPlug * GetSrc(int pIndex) 

Get a source connection's plug at specified index.

Parameters:
pIndex Index of the source connection's plug.
Returns:
Source plug at specified index.
def GetSrcCount ( ) [inherited]

Python Docstring:

GetSrcCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetSrcCount() 

Get source connection count.

Returns:
Total sources connections count.
def GetSrcType ( ) [inherited]

Python Docstring:

GetSrcType( (FBPlug)arg1, (object)arg2) -> FBConnectionType 

C++ Signature:

FBConnectionType GetSrcType(int pIndex) 

Get a source connection's type at specified index.

Parameters:
pIndex Index of the source connection's type.
Returns:
Source connection's type at specified index.
def IsSDKComponent ( ) [inherited]

Python Docstring:

IsSDKComponent( (FBPlug)arg1) -> bool 

C++ Signature:

bool IsSDKComponent() 

Return whether or not item is an SDK component.

def MoveSrcAt ( ) [inherited]

Python Docstring:

MoveSrcAt( (FBPlug)arg1, (object)arg2, (object)arg3) -> bool

MoveSrcAt( (FBPlug)arg1, (FBPlug)arg2, (FBPlug)arg3) -> bool 

Related C++ documentation:
The reference documentation for the following C++ symbols may contain additional relevant information.

bool MoveSrcAt(int pIndex, int pAtIndex)
bool MoveSrcAt(FBPlug * pSrc, FBPlug * pAtSrc)
def ReplaceDstAt ( ) [inherited]

Python Docstring:

ReplaceDstAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3) -> bool 

C++ Signature:

bool ReplaceDstAt(int pIndex, FBPlug * pDst) 

Replace a destination connection at a specified index.

Parameters:
pIndex Destination plug index.
pDst Plug that will replace the other at index.
Returns:
A boolean indicating success (True) or failure (False).
def ReplaceSrcAt ( ) [inherited]

Python Docstring:

ReplaceSrcAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3) -> bool 

C++ Signature:

bool ReplaceSrcAt(int pIndex, FBPlug * pSrc) 

Replace a source connection at a specified index.

Parameters:
pIndex Source plug index.
pSrc Plug that will replace the other at index.
Returns:
A boolean indicating success (True) or failure (False).
def SwapSrc ( ) [inherited]

Python Docstring:

SwapSrc( (FBPlug)arg1, (object)arg2, (object)arg3) -> bool 

C++ Signature:

bool SwapSrc(int pIndexA, int pIndexB) 

Swap source connection at index A with source connection at index B.

Parameters:
pIndexA Plug index.
pIndexB Other plug index.
Returns:
A boolean indicating success (True) or failure (False).
def SetSelfModified ( ) [inherited]

Python Docstring:

SetSelfModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2, (object)arg3) -> None 

C++ Signature:

void SetSelfModified(FBPlugModificationFlag pFlag, bool pBool) 

Set the plug's self modification flag.

Parameters:
pFlag bitwise AND of self modification flags.
pBool true if self changed.
def GetSelfModified ( ) [inherited]

Python Docstring:

GetSelfModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2) -> bool 

C++ Signature:

bool GetSelfModified(FBPlugModificationFlag pFlag) 

Tell if the plug's self has changed.

Parameters:
pFlag bitwise AND of self modification flags.
Returns:
true if self changed
def SetContentModified ( ) [inherited]

Python Docstring:

SetContentModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2, (object)arg3) -> None 

C++ Signature:

void SetContentModified(FBPlugModificationFlag pFlag, bool pBool) 

Set the plug's owned property/object's modification flag.

Parameters:
pFlag bitwise AND of content modification flags.
pBool true if content has modification.
def GetContentModified ( ) [inherited]

Python Docstring:

GetContentModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2) -> bool 

C++ Signature:

bool GetContentModified(FBPlugModificationFlag pFlag) 

Tell if the plug's content has changed.

Parameters:
pFlag bitwise AND of content modification flags.
Returns:
true if content connection changed.
def GetPlugConnectionModifiedList ( ) [inherited]

Python Docstring:

GetPlugConnectionModifiedList( (FBPlug)arg1, (FBPlugList)arg2, (FBPlugModificationFlag)arg3, (object)arg4) -> int 

C++ Signature:

int GetPlugConnectionModifiedList(FBArrayTemplate & pPlugList, FBPlugModificationFlag pConnectionModificatonFlag, bool pAddRemove) 

Get plug's modified src/dst property/object connection added/removed List.

Parameters:
pPlugList plug list to fill up.
pConnectionModificatonFlag Src/Dst Property/Object connection modification flag.
pAddRemove Ask for the added list if true, removed list if false.
Returns:
count of list;
def RevertModification ( ) [inherited]

Python Docstring:

RevertModification( (FBPlug)arg1 [, (FBPlugModificationFlag)arg2]) -> bool 

C++ Signature:

bool RevertModification(FBPlugModificationFlag pFlag = kFBAllModifiedMask) 

Revert the plug's modification to original status.

Parameters:
pFlag the type of modification to be reverted.
Returns:
true if revert successfully.
def PrintClassDefinitions ( ) [inherited]

Python Docstring:

staticmethod(function) -> method

Convert a function to be a static method.

A static method does not receive an implicit first argument.
To declare a static method, use this idiom:

     class C:
     def f(arg1, arg2, ...): ...
     f = staticmethod(f)

It can be called either on the class (e.g. C.f()) or on an instance
(e.g. C().f()).  The instance is ignored except for its class.

Static methods in Python are similar to those found in Java or C++.
For a more advanced concept, see the classmethod builtin. 

C++ Signature:

void PrintClassDefinitions() 

Print out internal Class (ID) Definition table. For internal debug purpose only.


Member Data Documentation

Read Only Property: Heads Up Displays in the scene.

FBPropertyRenderer Renderer

Read Only Property: Local renderer.

FBPropertyModel RootModel

Read Only Property: Scene Root model for that scene

List: Namespace (include FileReference) available in the scene

FBPropertyEvent OnChange

Event: Something in the scene has happened. (FBEventSceneChange)

FBPropertyEvent OnTakeChange

Event: Something related to a take has happened. (FBEventTakeChange)

FBPropertyString Name [inherited]

Read Write Property: Unique name of object.

Reimplemented in FBAssetMng.

Read Write Property: Name and namespace for object.

Read Only Property: Manages all of the properties for the component.

FBPropertyBool Selected [inherited]

Read Write Property: Selected property.

Reimplemented in FBModel.