FBFbxOptions Class Reference
 
 
 
FBFbxOptions Class Reference

#include <mobu-python-api.h>


Class Description

Customize file loading and saving.

Inheritance diagram for FBFbxOptions:
FBComponent FBPlug FBPythonWrapper

Public Member Functions

def  __reduce__ ()
def  __init__ ()
def  SetAll ()
def  SetFromString ()
def  SaveToString ()
def  GetTakeCount ()
def  GetTakeSelect ()
def  SetTakeSelect ()
def  GetTakeName ()
def  SetTakeName ()
def  GetTakeDescription ()
def  SetTakeDescription ()
def  GetTakeDestinationName ()
def  SetTakeDestinationName ()
def  PropertyGetModifiedList ()
def  ClassName ()
def  DisableObjectFlags ()
def  EnableObjectFlags ()
def  FBCreate ()
def  FBDelete ()
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

FBPropertyElementAction  ActorFaces
FBPropertyBool  ActorFacesAnimation
FBPropertyElementAction  Actors
FBPropertyElementAction  Audio
FBPropertyBool  BaseCameras
FBPropertyElementAction  Bones
FBPropertyBool  BonesAnimation
FBPropertyElementAction  Cameras
FBPropertyBool  CamerasAnimation
FBPropertyBool  CameraSwitcherSettings
FBPropertyElementAction  CharacterExtensions
FBPropertyElementAction  CharacterFaces
FBPropertyBool  CharacterFacesAnimation
FBPropertyElementAction  Characters
FBPropertyBool  CharactersAnimation
FBPropertyElementAction  Constraints
FBPropertyBool  ConstraintsAnimation
FBPropertyBool  CurrentCameraSettings
FBPropertyElementAction  Devices
FBPropertyBool  DevicesAnimation
FBPropertyElementAction  FileReferences
FBPropertyBool  GlobalLightingSettings
FBPropertyElementAction  Groups
FBPropertyElementAction  KeyingGroups
FBPropertyElementAction  Lights
FBPropertyBool  LightsAnimation
FBPropertyElementAction  Materials
FBPropertyBool  MaterialsAnimation
FBPropertyElementAction  Models
FBPropertyBool  ModelsAnimation
FBPropertyElementAction  Notes
FBPropertyBool  NotesAnimation
FBPropertyElementAction  OpticalData
FBPropertyElementAction  PhysicalProperties
FBPropertyBool  PhysicalPropertiesAnimation
FBPropertyElementAction  Poses
FBPropertyElementAction  Scripts
FBPropertyElementAction  Sets
FBPropertyElementAction  Shaders
FBPropertyBool  ShadersAnimation
FBPropertyElementAction  Solvers
FBPropertyBool  SolversAnimation
FBPropertyElementAction  Story
FBPropertyBool  StoryAnimation
FBPropertyTakeSpanOnLoad  TakeSpan
FBPropertyElementAction  Textures
FBPropertyBool  TexturesAnimation
FBPropertyBool  UpdateRecentFiles
FBPropertyBool  TransportSettings
FBPropertyBool  EmbedMedia
FBPropertyInt  CacheSize
FBPropertyBool  UseASCIIFormat
FBPropertyFileFormatAndVersion  FileFormatAndVersion
FBPropertyBool  SaveSelectedModelsOnly
FBPropertyBool  KeepTransformHierarchy
FBPropertyBool  FileReference
FBPropertyBool  FileReferenceEdit
FBPropertyString  NamespaceList
FBPropertyBool  ConsiderMuteSolo
FBPropertyBool  RemoveEmptyLayer
FBPropertyBool  SetPropertyStaticIfPossible
FBPropertyElementAction  Video
FBPropertyBool  SaveCharacter
FBPropertyBool  SaveControlSet
FBPropertyBool  SaveCharacterExtensions
FBPropertyBool  ClearSelectionBeforeSave
FBPropertyBool  ShowFileDialog
FBPropertyBool  ShowOptionsDialog
FBPropertyCharacterLoadAnimationMethod  TransferMethod
FBPropertyBool  ProcessAnimationOnExtension
FBPropertyBool  ReplaceControlSet
FBPropertyBool  ResetDOF
FBPropertyBool  ResetHierarchy
FBPropertyBool  RemoveConstraintReference
FBPropertyBool  CopyCharacterExtensions
FBPropertyBool  RetargetOnBaseLayer
FBPropertyBool  IgnoreConflicts
object  OwnerNamespace
FBPropertyListComponent  Components
FBPropertyString  Name
FBPropertyString  LongName
object  FullName
FBPropertyListComponent  Parents
FBPropertyManager  PropertyList
FBPropertyBool  Selected
object  OnUnbind

Member Function Documentation

def __reduce__ ( )
def __init__ ( )

Python Docstring:

__init__( (object)arg1, (object)arg2) -> None

__init__( (object)arg1, (object)arg2, (str)arg3) -> None 

C++ Signature:

 FBFbxOptions(bool pLoad, const char * pFilePathToLoad = NULL, HIObject pObject = NULL) 

Constructor. Create a FBFbxOption to be used in FBApplication Save/Load with default settings.

Parameters:
pLoad If true, will init option for a default Load (Append all elements and animation). If false will initialized options for a default Save (Save all elements and animation).
pFilePathToLoad If pLoad is true, the client code should pass the file path to load to collect the take info; ignore when pLoad is false.
pObject For internal use only.

Reimplemented from FBComponent.

def SetAll ( )

Python Docstring:

SetAll( (FBFbxOptions)arg1, (FBElementAction)arg2, (object)arg3) -> None 

C++ Signature:

void SetAll(FBElementAction pElementAction, bool pAnimation) 

Set All Options. Initialize all loading/saving properties to ElementAction and animation specified.

Parameters:
pElementAction Default value for all FBPropertyElementAction properties.
pAnimation Default value for all Animation properties.
def SetFromString ( )

Python Docstring:

SetFromString( (FBFbxOptions)arg1, (str)arg2) -> None 

C++ Signature:

void SetFromString(const char * pString, FBOptionsContext context) 

Set all options from string Set all parameters from a formatted string (previously serialized with SaveToString)

Parameters:
pString The string containing all settings. See SaveToFile
context The context to be used when de-serializing
def SaveToString ( )

Python Docstring:

SaveToString( (FBFbxOptions)arg1) -> str 

C++ Signature:

void SaveToString(FBString & pString, FBOptionsContext context) 

Serialize all options to a string Serialize all options to a string specifying a context.

Parameters:
pString The string containing all settings, target of serializing
context The context to be used when serializing
def GetTakeCount ( )

Python Docstring:

GetTakeCount( (FBFbxOptions)arg1) -> int 

C++ Signature:

int GetTakeCount() 

Return the count of takes in the scene to saved or the file to loaded.

Warning:
You need to use appropriate constructor to be able to take infos.
def GetTakeSelect ( )

Python Docstring:

GetTakeSelect( (FBFbxOptions)arg1, (object)arg2) -> bool 

C++ Signature:

bool GetTakeSelect(int pTakeIndex) 

Return if true if the take will be saved or Loaded.

Parameters:
pTakeIndex index of take to get.
def SetTakeSelect ( )

Python Docstring:

SetTakeSelect( (FBFbxOptions)arg1, (object)arg2, (object)arg3) -> None 

C++ Signature:

void SetTakeSelect(int pTakeIndex, bool pSelect) 

Return if true if the take will be saved or Loaded.

Parameters:
pTakeIndex index of take to set
pSelect set true if should be saved or loaded.
def GetTakeName ( )

Python Docstring:

GetTakeName( (FBFbxOptions)arg1, (object)arg2) -> str 

C++ Signature:

const char * GetTakeName(int pTakeIndex) 

Take Original Name.

Parameters:
pTakeIndex index of take to get.
def SetTakeName ( )

Python Docstring:

SetTakeName( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None 

C++ Signature:

void SetTakeName(int pTakeIndex, const char * pName) 

Take Original Name.

Parameters:
pTakeIndex index of take to set.
pName take name to set
def GetTakeDescription ( )

Python Docstring:

GetTakeDescription( (FBFbxOptions)arg1, (object)arg2) -> str 

C++ Signature:

const char * GetTakeDescription(int pTakeIndex) 

Take Description.

Parameters:
pTakeIndex index of take to get.
def SetTakeDescription ( )

Python Docstring:

SetTakeDescription( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None 

C++ Signature:

void SetTakeDescription(int pTakeIndex, const char * pDescription) 

Take Description.

Parameters:
pTakeIndex index of take to set.
pDescription take description to set
def GetTakeDestinationName ( )

Python Docstring:

GetTakeDestinationName( (FBFbxOptions)arg1, (object)arg2) -> str 

C++ Signature:

const char * GetTakeDestinationName(int pTakeIndex) 

Take Destination Name upon save or load.

Parameters:
pTakeIndex index of take to get.
def SetTakeDestinationName ( )

Python Docstring:

SetTakeDestinationName( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None 

C++ Signature:

void SetTakeDestinationName(int pTakeIndex, const char * pDestinationName) 

Take Destination Name upon save or load.

Parameters:
pTakeIndex index of take to set.
pDestinationName take description to set
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 FBDelete ( ) [inherited]
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

FBPropertyElementAction ActorFaces

Read Write Property: Handling of the Actor Faces elements.

Read Write Property: Handling of the Actor Faces animation.

FBPropertyElementAction Actors

Read Write Property: Handling of the Actors elements.

FBPropertyElementAction Audio

Read Write Property: Handling of the Audio elements.

Read Write Property: Consider base camera settings.

FBPropertyElementAction Bones

Read Write Property: Handling of the Bones elements.

Read Write Property: Handling of the Bones animation.

FBPropertyElementAction Cameras

Read Write Property: Handling of the Cameras elements.

Read Write Property: Handling of the Cameras animation.

Read Write Property: Consider camera switcher settings.

FBPropertyElementAction CharacterExtensions

Read Write Property: Handling of the Character Extensions.

FBPropertyElementAction CharacterFaces

Read Write Property: Handling of the Character Faces elements.

Read Write Property: Handling of the Character Faces animation.

FBPropertyElementAction Characters

Read Write Property: Handling of the Characters elements.

Read Write Property: Handling of the Characters animation.

FBPropertyElementAction Constraints

Read Write Property: Handling of the Constraints elements.

Read Write Property: Handling of the Constraints animation.

Read Write Property: Consider current camera settings.

FBPropertyElementAction Devices

Read Write Property: Handling of the Devices elements.

Read Write Property: Handling of the Devices animation.

FBPropertyElementAction FileReferences

Read Write Property: Handling of the FileReferences elements.

Read Write Property: Consider global Lighting settings.

FBPropertyElementAction Groups

Read Write Property: Handling of the Groups elements.

FBPropertyElementAction KeyingGroups

Read Write Property: Handling of the Keying Groups elements.

FBPropertyElementAction Lights

Read Write Property: Handling of the Lights elements.

Read Write Property: Handling of the Lights animation.

FBPropertyElementAction Materials

Read Write Property: Handling of the Materials elements.

Read Write Property: Handling of the Materials animation.

FBPropertyElementAction Models

Read Write Property: Handling of the Models elements.

Read Write Property: Handling of the Models animation.

FBPropertyElementAction Notes

Read Write Property: Handling of the Notes elements.

Read Write Property: Handling of the Notes animation.

FBPropertyElementAction OpticalData

Read Write Property: Handling of the Optical Data elements.

FBPropertyElementAction PhysicalProperties

Read Write Property: Handling of the Physical Properties elements.

Read Write Property: Handling of the Physical Properties animation.

FBPropertyElementAction Poses

Read Write Property: Handling of the Poses elements.

FBPropertyElementAction Scripts

Read Write Property: Handling of the Scripts elements.

FBPropertyElementAction Sets

Read Write Property: Handling of the Sets elements.

FBPropertyElementAction Shaders

Read Write Property: Handling of the Shaders elements.

Read Write Property: Handling of the Shaders animation.

FBPropertyElementAction Solvers

Read Write Property: Handling of the Solvers elements.

Read Write Property: Handling of the Solvers animation.

FBPropertyElementAction Story

Read Write Property: Handling of the Story elements.

Read Write Property: Handling of the Story animation (animatable properties on story objects).

FBPropertyTakeSpanOnLoad TakeSpan

Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.

FBPropertyElementAction Textures

Read Write Property: Handling of the Textures elements.

Read Write Property: Handling of the Textures animation.

Read Write Property: Set to true to update recent file list.

Read Write Property: Consider transport control settings.

Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.

Read Write Property: The Cached buffer size used to accelerate IO system.

Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.

FBPropertyFileFormatAndVersion FileFormatAndVersion

Read Write Property: File format and version chosen to save the scene.

Read Write Property: Indicate that only the selected models will be saved.

Read Write Property: Indicate whether we keep transform hierarchy when SaveSelectedModelsOnly is true. Default value is false to ensure consistent behavior with SaveSelected operation via file menu.

Read Write property: Load/Save scene as FileReference.

Read Write Property: Load/Save the edits made to referenced objects or not.

Read Write Property: A list of namespaces separated by '~', On Load, duplicate the loaded objects into each namespace in the list.

Read Write property: Consider the mute/solo settings to identify identical layer when merging.

Read Write property: Remove empty animation layers that are in additive mode, without child or parent.

Read Write Property: Set to false if want to keep properties' animated flag even when they are not really animated(no keyframe data) while retrieving/storing.

FBPropertyElementAction Video

Read Write Property: Handling of the Video elements.

Read Write Property: Set to true if the character should be saved when call FBApplication.SaveCharacterRigAndAnimation.

Read Write Property: Set to true if the rig (and its children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.

Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.

Read Write Property: Set to true if the current selected objects shouldn't saved when call FBApplication.SaveCharacterRigAndAnimation.

Read Write Property: Set to true if want to pop up dialog for FileName, Format, Embed, Compression, UseTakeName, OneTakePerFile.

Read Write Property: Set to true if want to pop up options dialog for detail settings.

FBPropertyCharacterLoadAnimationMethod TransferMethod

Read Write Property: How should the animation should be transfered on the target rig.

Read Write Property: Set to true if animation on character extensions should also be transferred.

Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.

Read Write Property: Set to true if we should change the limits on the target rig.

Read Write Property: Set to true if we should reset the character hierarchy.

Read Write Property: Set to true if we should remove constraint reference.

Read Write Property: pCopyMissingExtensions Set to true if the character extensions on the rig in the file should be copied to the target rig.

Read Write Property: If the transfer method is retarget, set this parameter to control where the retarget correction will be made (on base layer or on another layer).

Read Write Property: Set to true to ignore conflicts between objects in character extensions and objects in the scene. Conflicting objects will be merged in the extension

List: List of components.

Reimplemented in FBScene.

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.