This reference page is linked to from the following overview topics: FBComponent - The Base Entity Class, MotionBuilder 2014, Creating and Characterizing a Skeleton, Adjusting the Extraction, Solving from the Goal to the Skeleton, FBCharacter - Characters, FBPose - Poses, Motion Capture Devices, Character animation.
#include <mobu-python-api.h>
A character is the link between a motion source and a character model. These classes are under development and may change dramatically between versions. This class exposes part of the functionality associated with a Character. A character can possess a number of potential sources at the same time, such as an actor and another character, but with only one active at any given time. Before setting the InputType to the desired value, one must make sure to have previously set either the InputCharacter or the InputActor. To obtain the list of characters present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of characters in the property Characters.
FBSystem lSystem; FBScene* lScene = lSystem.Scene; for( int lIdx = 0; lIdx < lScene->Characters.GetCount(); ++lIdx ) { FBTrace( "Character[%d]: '%s'\n", lIdx, (char*)lScene->Characters[lIdx] ); }
The current character selected in the Character tool can be obtained via the FBApplication object.
FBApplication lApplication; FBCharacter* lCharacter = lApplication.CurrentCharacter; if( lCharacter ) { FBTrace( "Current character is: '%s'\n", (char*)lCharacter->Name ); } else { FBTrace( "No character currently selected\n" ); }
def __reduce__ | ( | ) |
Reimplemented from FBConstraint.
def __init__ | ( | ) |
Python Docstring:
__init__( (object)arg1, (str)arg2) -> None
C++ Signature:
FBCharacter(const char * pName, HIObject pObject = NULL)
Constructor.
pName | Name of new character. |
pObject | For internal use only. This parameter does not need to be specified by the developer. |
Reimplemented from FBConstraint.
def AddCharacterExtension | ( | ) |
Python Docstring:
AddCharacterExtension( (FBCharacter)arg1, (FBCharacterExtension)arg2) -> None
C++ Signature:
void AddCharacterExtension(FBCharacterExtension * pExt)
AddCharacterExtension.
pExt | extension to be added to the character. |
def CopyAnimation | ( | ) |
Python Docstring:
CopyAnimation( (FBCharacter)arg1) -> None
C++ Signature:
void CopyAnimation()
Copy the animation from the input character to us.
def FBDelete | ( | ) |
Python Docstring:
FBDelete( (FBCharacter)arg1) -> None
C++ Signature:
void FBDelete()
Actual Character destructor. This method is used to delete the actual character object represented by an instance of FBCharacter.
Reimplemented from FBComponent.
def Clone | ( | ) |
Python Docstring:
Clone( (FBCharacter)arg1) -> object
C++ Signature:
FBCharacter * Clone()
Clone the character.
Reimplemented from FBConstraint.
def GetCtrlRigModel | ( | ) |
Python Docstring:
GetCtrlRigModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object
C++ Signature:
FBModel * GetCtrlRigModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part in the Control Rig of the character.
def GetEffectorModel | ( | ) |
Python Docstring:
GetEffectorModel( (FBCharacter)arg1, (FBEffectorId)arg2 [, (FBEffectorSetID)arg3]) -> object
C++ Signature:
FBModel * GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID = FBEffectorSetDefault)
Get the model associated with each effector in the Control Rig of the character.
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
def GetIndexByModel | ( | ) |
Python Docstring:
GetIndexByModel( (FBCharacter)arg1, (FBModelSkeleton)arg2) -> FBBodyNodeId
C++ Signature:
FBBodyNodeId GetIndexByModel(FBModel * pModel)
Get the index associated with Given Model.
def GetModel | ( | ) |
Python Docstring:
GetModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object
C++ Signature:
FBModel * GetModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part of the character.
def GetGoalModel | ( | ) |
Python Docstring:
GetGoalModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object
C++ Signature:
FBModel * GetGoalModel(FBBodyNodeId pBodyNodeId)
Get the goal model associated with each body part in the Character Marker Set of the character.
def GetSkinModelList | ( | ) |
Python Docstring:
GetSkinModelList( (FBCharacter)arg1, (FBModelList)arg2) -> None
C++ Signature:
void GetSkinModelList(FBModelList & pSkinModelList)
Get the skin model associated with character bones. Could be deformable model connected to bone via cluster, or non deformable model parented directly under the bones.
pSkinModelList | List to be filled up. (will not be cleared) |
def GoToStancePose | ( | ) |
Python Docstring:
GoToStancePose( (FBCharacter)arg1 [, (object)arg2 [, (object)arg3]]) -> None
C++ Signature:
void GoToStancePose(bool pPushUndo = false, bool pIncludeCharacterExtensions = true)
Set the character in stance pose.
pPushUndo | Should we push an undo transaction on the undo stack? Don't push undo in non UI thread. |
pIncludeCharacterExtensions | Should the character extensions go to stance pose too? |
def PlotAnimation | ( | ) |
Python Docstring:
PlotAnimation( (FBCharacter)arg1, (FBCharacterPlotWhere)arg2, (FBPlotOptions)arg3) -> bool
C++ Signature:
bool PlotAnimation(FBCharacterPlotWhere pPlotWhere, FBPlotOptions * pPlotOptions)
Plot the animation of the character.
pPlotWhere | Where to plot a character, control rig or Skeleton |
pPlotOptions | Option parameters for plotting |
def ReadyForRetarget | ( | ) |
Python Docstring:
ReadyForRetarget( (FBCharacter)arg1) -> bool
C++ Signature:
bool ReadyForRetarget()
Test if character is ready for the Retarget operation (basically, is it in character input ?).
def RemoveCharacterExtension | ( | ) |
Python Docstring:
RemoveCharacterExtension( (FBCharacter)arg1, (FBCharacterExtension)arg2) -> None
C++ Signature:
void RemoveCharacterExtension(FBCharacterExtension * pExt)
Get the model associated with each body part of the character.
pExt | extension to be removed to the character. |
def ResetProperties | ( | ) |
Python Docstring:
ResetProperties( (FBCharacter)arg1, (FBCharacterResetProperties)arg2) -> None
C++ Signature:
void ResetProperties(FBCharacterResetProperties pType)
Reset the properties of the character.
pType | Speficy which properties will be reset. |
def Retarget | ( | ) |
Python Docstring:
Retarget( (FBCharacter)arg1, (object)arg2) -> None
C++ Signature:
void Retarget(bool pOnBaseLayer)
Retarget the animation from the input character to us.
pOnBaseLayer | if true, keys corrections will be made on base layer; else they will be made on another layer. |
def SelectModels | ( | ) |
Python Docstring:
SelectModels( (FBCharacter)arg1, (object)arg2, (object)arg3, (object)arg4, (object)arg5) -> None
C++ Signature:
void SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
Select the objects that make a character.
pSelect | True to select, false to deselect. |
pApplyToCharacter | TSould the character contraint be selected ? |
pApplyToRig | should The rig (and its children) be selected ? |
pApplyToExtensions | Should the character extensions (and their children) be selected ? |
def SetCharacterizeOn | ( | ) |
Python Docstring:
SetCharacterizeOn( (FBCharacter)arg1, (object)arg2) -> bool
C++ Signature:
bool SetCharacterizeOn(bool pSetAsBiped)
Set the Characterize flag on.
pSetAsBiped | true to use biped characterization or false to use quadruped. |
def SetCharacterizeOff | ( | ) |
Python Docstring:
SetCharacterizeOff( (FBCharacter)arg1) -> None
C++ Signature:
void SetCharacterizeOff()
Set Characterize flag off.
def GetCharacterize | ( | ) |
Python Docstring:
GetCharacterize( (FBCharacter)arg1) -> bool
C++ Signature:
bool GetCharacterize()
Get Characterize flag.
def GetCharacterizeError | ( | ) |
Python Docstring:
GetCharacterizeError( (FBCharacter)arg1) -> str
C++ Signature:
const char * GetCharacterizeError()
Get error message for the previous SetCharacterizeOn operation.
def CreateControlRig | ( | ) |
Python Docstring:
CreateControlRig( (FBCharacter)arg1, (object)arg2) -> bool
C++ Signature:
bool CreateControlRig(bool pSetFKIK)
Create the Control-Rig.
pSetFKIK | true to use FK/IK or false to use IK only. |
def ConnectControlRig | ( | ) |
Python Docstring:
ConnectControlRig( (FBCharacter)arg1, (FBControlSet)arg2, (object)arg3, (object)arg4) -> None
C++ Signature:
void ConnectControlRig(FBControlSet * pControlSet, bool pUpdateLimit, bool pResetHierarchy)
Connect a Control-Rig to the character.
pControlSet | The control set to connect. NULL will disconnect the Control-Rig from the character. |
pUpdateLimit | Whether to update the models' limit for a character. E.g. the Pre rotation and post rotation. |
pResetHierarchy | Whether to reset hierarchy for a character. |
def DisconnectControlRig | ( | ) |
Python Docstring:
DisconnectControlRig( (FBCharacter)arg1) -> None
C++ Signature:
void DisconnectControlRig()
Disconnect the Control-Rig from the character.
def CreateAuxiliary | ( | ) |
Python Docstring:
CreateAuxiliary( (FBCharacter)arg1, (FBEffectorId)arg2, (object)arg3 [, (object)arg4 [, (object)arg5]]) -> bool
C++ Signature:
bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT = 100, double pAuxReachR = 100)
Create auxiliary on effector.
pEffectorId | The effector ID. |
pPivot | Create effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set). |
pAuxReachT | Default auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013). |
pAuxReachR | Default auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013). |
def CreateCharacterMarkerSet | ( | ) |
Python Docstring:
CreateCharacterMarkerSet( (FBCharacter)arg1, (object)arg2) -> bool
C++ Signature:
bool CreateCharacterMarkerSet(bool pSetActive)
Create the Character Marker Set.
pSetActive | True when new input should be set and active. |
def GetParentROffset | ( | ) |
Python Docstring:
GetParentROffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void GetParentROffset(FBBodyNodeId pBodyNodeId, FBVector3 * pRVector)
def GetActiveBodyPart | ( | ) |
Python Docstring:
GetActiveBodyPart( (FBCharacter)arg1) -> list
C++ Signature:
void GetActiveBodyPart(bool * pActivePart)
Get the active body part array.
pActivePart | A pointer to an array of bool. On return, the index with a "true" value are active part. |
def IsRotationPin | ( | ) |
Python Docstring:
IsRotationPin( (FBCharacter)arg1, (FBEffectorId)arg2) -> bool
C++ Signature:
bool IsRotationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Rotation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
def IsTranslationPin | ( | ) |
Python Docstring:
IsTranslationPin( (FBCharacter)arg1, (FBEffectorId)arg2) -> bool
C++ Signature:
bool IsTranslationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Translation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
def GetExternalSolver | ( | ) |
Python Docstring:
GetExternalSolver( (FBCharacter)arg1) -> object
C++ Signature:
FBCharacterSolver * GetExternalSolver()
Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.
def SetExternalSolverWithIndex | ( | ) |
Python Docstring:
SetExternalSolverWithIndex( (FBCharacter)arg1, (object)arg2) -> None
def SetExternalSolver | ( | ) |
Python Docstring:
SetExternalSolver( (FBCharacter)arg1, (FBCharacterSolver)arg2) -> None
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
def GetCurrentControlSet | ( | ) |
Python Docstring:
GetCurrentControlSet( (FBCharacter)arg1) -> object
C++ Signature:
FBControlSet * GetCurrentControlSet(bool pForce = false)
Obtain Input ControlSet.
pForce | If True, will return the current ControlSet even if the character is not in ControlSet Input. |
def GetCharacterMarkerSet | ( | ) |
Python Docstring:
GetCharacterMarkerSet( (FBCharacter)arg1, (object)arg2) -> object
C++ Signature:
FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce = false)
Obtain Input CharacterMarkerSet.
pForce | If True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input. |
def GetTOffset | ( | ) |
Python Docstring:
GetTOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector4d)arg3) -> None
C++ Signature:
void GetTOffset(FBBodyNodeId pBodyNodeId, FBVector4 * pTVector)
def GetROffset | ( | ) |
Python Docstring:
GetROffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void GetROffset(FBBodyNodeId pBodyNodeId, FBVector3 * pRVector)
def GetSOffset | ( | ) |
Python Docstring:
GetSOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void GetSOffset(FBBodyNodeId pBodyNodeId, FBSVector * pSVector)
def GetTransformOffset | ( | ) |
Python Docstring:
GetTransformOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBMatrix)arg3) -> None
C++ Signature:
void GetTransformOffset(FBBodyNodeId pBodyNodeId, FBMatrix * pOffsetMatrix)
def IsParentNodeOffset | ( | ) |
Python Docstring:
IsParentNodeOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> bool
C++ Signature:
bool IsParentNodeOffset(FBBodyNodeId pNodeId)
Check if there is an offset on Parent.
pNodeId | Node Id to Check. |
def GetFloorContactModel | ( | ) |
Python Docstring:
GetFloorContactModel( (FBCharacter)arg1, (FBFloorContactID)arg2) -> object
C++ Signature:
FBModel * GetFloorContactModel(FBFloorContactID pMemberIndex)
Get the model associated with the floor contact ID.
pMemberIndex | Id of the floor contact |
def AnimationNodeInCreate | ( | ) | [inherited] |
Python Docstring:
AnimationNodeInCreate( (FBConstraint)arg1, (object)arg2, (FBModel)arg3, (str)arg4) -> object
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
FBAnimationNode * AnimationNodeInCreate(kReference pUserId, FBModel * pModel, const char * pAttribute) FBAnimationNode * AnimationNodeInCreate(kReference pUserId, FBProperty * pProperty) FBAnimationNode * AnimationNodeInCreate(kReference pUserId, const char * pName, const char * pDataType, bool pIsPublic = false, double * pMin = NULL, double * pMax = NULL, bool pUserData = false)
def __copy__ | ( | ) | [inherited] |
def AnimationNodeOutCreate | ( | ) | [inherited] |
Python Docstring:
AnimationNodeOutCreate( (FBConstraint)arg1, (object)arg2, (FBModel)arg3, (str)arg4) -> object
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
FBAnimationNode * AnimationNodeOutCreate(kReference pUserId, FBModel * pModel, const char * pAttribute) FBAnimationNode * AnimationNodeOutCreate(kReference pUserId, const char * pName, const char * pDataType, bool pIsPublic = false, double * pMin = NULL, double * pMax = NULL, bool pUserData = false)
def DeformerBind | ( | ) | [inherited] |
Python Docstring:
DeformerBind( (FBConstraint)arg1, (FBModel)arg2) -> bool
C++ Signature:
bool DeformerBind(FBModel * pModel)
Bind/Unbind pModel to deformation constraint. These functions are used for adding/removing a deformation binding to/from pModel if the constraint is a deformation constraint.
pModel | Model to bind/unbind. |
def DeformerUnBind | ( | ) | [inherited] |
Python Docstring:
DeformerUnBind( (FBConstraint)arg1, (FBModel)arg2) -> bool
C++ Signature:
bool DeformerUnBind(FBModel * pModel)
def Disable | ( | ) | [inherited] |
Python Docstring:
Disable( (FBConstraint)arg1, (FBModel)arg2) -> bool
C++ Signature:
bool Disable(FBModel * pModel)
Disable constraint on pModel.
pModel | Model on which constraint should be disabled. |
def FreezeSRT | ( | ) | [inherited] |
Python Docstring:
FreezeSRT( (FBConstraint)arg1, (FBModel)arg2, (object)arg3, (object)arg4, (object)arg5) -> None
C++ Signature:
void FreezeSRT(FBModel * pModel, bool pS, bool pR, bool pT)
Freeze current model state.
pModel | Model to freeze constraint on. |
pS | Scaling freeze? |
pR | Rotation freeze? |
pT | Translation freeze? |
def FreezeSuggested | ( | ) | [inherited] |
Python Docstring:
FreezeSuggested( (FBConstraint)arg1) -> None
C++ Signature:
void FreezeSuggested()
Suggest 'freeze'.
def ReferenceAdd | ( | ) | [inherited] |
Python Docstring:
ReferenceAdd( (FBConstraint)arg1, (object)arg2, (FBModel)arg3) -> bool
C++ Signature:
bool ReferenceAdd(int pGroupIndex, FBModel * pModel)
Add a reference to a specified group.
pGroupIndex | Group to add reference to. |
pModel | Model to place at new reference. |
def ReferenceGet | ( | ) | [inherited] |
Python Docstring:
ReferenceGet( (FBConstraint)arg1, (object)arg2 [, (object)arg3]) -> object
C++ Signature:
FBModel * ReferenceGet(int pGroupIndex, int pItemIndex = 0)
Get a reference.
pGroupIndex | Index of reference group containing desired reference. |
pItemIndex | Index of reference in group to get (default is 0). |
def ReferenceGetCount | ( | ) | [inherited] |
Python Docstring:
ReferenceGetCount( (FBConstraint)arg1, (object)arg2) -> int
C++ Signature:
int ReferenceGetCount(int pGroupIndex)
Get number of references in a specified group.
pGroupIndex | Index of group to query the number of references. |
def ReferenceGroupAdd | ( | ) | [inherited] |
Python Docstring:
ReferenceGroupAdd( (FBConstraint)arg1, (str)arg2, (object)arg3) -> int
C++ Signature:
int ReferenceGroupAdd(const char * pGroupName, int pMaxItemCount)
Add a group of references.
pGroupName | Name of reference group to add. |
pMaxItemCount | Maximum number of items in pGroupName. |
def ReferenceGroupGetCount | ( | ) | [inherited] |
Python Docstring:
ReferenceGroupGetCount( (FBConstraint)arg1) -> int
C++ Signature:
int ReferenceGroupGetCount()
Return the number of reference groups.
def ReferenceGroupGetMaxCount | ( | ) | [inherited] |
Python Docstring:
ReferenceGroupGetMaxCount( (FBConstraint)arg1, (object)arg2) -> int
C++ Signature:
int ReferenceGroupGetMaxCount(int pGroupIndex)
Get the maximum number of items that can exist in the reference group in question.
pGroupIndex | Index of reference group. |
def ReferenceGroupGetName | ( | ) | [inherited] |
Python Docstring:
ReferenceGroupGetName( (FBConstraint)arg1, (object)arg2) -> str
C++ Signature:
const char * ReferenceGroupGetName(int pGroupIndex)
Get the name of the reference group.
pGroupIndex | Index of the reference group to get the name for. |
def ReferenceRemove | ( | ) | [inherited] |
Python Docstring:
ReferenceRemove( (FBConstraint)arg1, (object)arg2, (FBModel)arg3) -> bool
C++ Signature:
bool ReferenceRemove(int pGroupIndex, FBModel * pModel)
Remove a reference to pModel from the group at pGroupIndex.
pGroupIndex | Index to remove reference from. |
pModel | Model to remove reference from. |
def RemoveAllAnimationNodes | ( | ) | [inherited] |
Python Docstring:
RemoveAllAnimationNodes( (FBConstraint)arg1) -> None
C++ Signature:
void RemoveAllAnimationNodes()
Remove animation nodes.
def RestoreModelState | ( | ) | [inherited] |
Python Docstring:
RestoreModelState( (FBConstraint)arg1, (FBModel)arg2) -> None
C++ Signature:
void RestoreModelState(FBModel * pModel)
Restore the saved model state onto pModel.
pModel | Model to affect with previous state. |
def SaveModelState | ( | ) | [inherited] |
Python Docstring:
SaveModelState( (FBConstraint)arg1, (FBModel)arg2, (object)arg3, (object)arg4, (object)arg5) -> None
C++ Signature:
void SaveModelState(FBModel * pModel, bool pS, bool pR, bool pT)
Save current state of pModel.
pModel | Model to save. |
pS | Scaling information? |
pR | Rotation information? |
pT | Translation information? |
def SetupAllAnimationNodes | ( | ) | [inherited] |
Python Docstring:
SetupAllAnimationNodes( (FBConstraint)arg1) -> None
C++ Signature:
void SetupAllAnimationNodes()
Setup animation nodes.
def Snap | ( | ) | [inherited] |
Python Docstring:
Snap( (FBConstraint)arg1) -> None
Function Property: Snap constraint.
Reimplemented in FBActor.
def SnapSuggested | ( | ) | [inherited] |
Python Docstring:
SnapSuggested( (FBConstraint)arg1) -> None
C++ Signature:
void SnapSuggested()
Suggest 'snap'.
def AnimationNodeDestroy | ( | ) | [inherited] |
Python Docstring:
AnimationNodeDestroy( (FBBox)arg1, (FBAnimationNode)arg2) -> bool
C++ Signature:
bool AnimationNodeDestroy(FBAnimationNode * pAnimationNode)
Destroy an animation node.
pAnimationNode | Handle to the animation node to be destroyed. |
def AnimationNodeInGet | ( | ) | [inherited] |
Python Docstring:
AnimationNodeInGet( (FBBox)arg1) -> object
C++ Signature:
FBAnimationNode * AnimationNodeInGet()
Get the (IN/OUT) animation node for this box.
def AnimationNodeIsUserData | ( | ) | [inherited] |
Python Docstring:
AnimationNodeIsUserData( (FBBox)arg1, (FBAnimationNode)arg2) -> bool
C++ Signature:
bool AnimationNodeIsUserData(FBAnimationNode * pAnimationNode)
Is the animation node user data?
pAnimationNode | Handle to the animation to be queried. |
def AnimationNodeOutGet | ( | ) | [inherited] |
Python Docstring:
AnimationNodeOutGet( (FBBox)arg1) -> object
C++ Signature:
FBAnimationNode * AnimationNodeOutGet()
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.
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.
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.
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.
pFlags | Flags to enable. |
def FBCreate | ( | ) | [inherited] |
Python Docstring:
FBCreate( (FBComponent)arg1) -> bool
C++ Signature:
bool FBCreate()
Open Reality Creation function.
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).
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.
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.
pFlags | Flags to check if they are present. |
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.
pTypeId | TypeId to compare object to. |
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.
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. |
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.
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. |
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.
pProperty | The property to add to the property manager. |
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.
pReferenceProperty | The property to from an other object to add a reference to (property cannot be a custom ORSDK property). |
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.
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.
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.
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.
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.
def BeginChange | ( | ) | [inherited] |
Python Docstring:
BeginChange( (FBPlug)arg1) -> bool
C++ Signature:
bool BeginChange()
Begins a change on multiple plugs.
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.
pDst | Destination plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
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.
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. |
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.
pSrc | Source plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
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.
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. |
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.
pDst | Destination plug. |
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.
pIndex | Destination plug index. |
def DisconnectSrc | ( | ) | [inherited] |
Python Docstring:
DisconnectSrc( (FBPlug)arg1, (FBPlug)arg2) -> bool
C++ Signature:
bool DisconnectSrc(FBPlug * pSrc)
Remove a source connection.
pSrc | Source plug. |
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.
pIndex | Source plug index. |
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.
pIndex | Index of the destination connection's plug. |
def GetDstCount | ( | ) | [inherited] |
Python Docstring:
GetDstCount( (FBPlug)arg1) -> int
C++ Signature:
int GetDstCount()
Get destination connection 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.
pIndex | Index of the destination connection's type. |
def GetOwned | ( | ) | [inherited] |
Python Docstring:
GetOwned( (FBPlug)arg1, (object)arg2) -> object
C++ Signature:
FBPlug * GetOwned(int pIndex)
Get the owned plug at specified index.
pIndex | Index of the owned plug to get. |
def GetOwnedCount | ( | ) | [inherited] |
Python Docstring:
GetOwnedCount( (FBPlug)arg1) -> int
C++ Signature:
int GetOwnedCount()
Get 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.
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.
pIndex | Index of the source connection's plug. |
def GetSrcCount | ( | ) | [inherited] |
Python Docstring:
GetSrcCount( (FBPlug)arg1) -> int
C++ Signature:
int GetSrcCount()
Get source connection 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.
pIndex | Index of the source connection's type. |
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.
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.
pIndex | Destination plug index. |
pDst | Plug that will replace the other at index. |
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.
pIndex | Source plug index. |
pSrc | Plug that will replace the other at index. |
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.
pIndexA | Plug index. |
pIndexB | Other plug index. |
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.
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.
pFlag | bitwise AND of self modification flags. |
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.
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.
pFlag | bitwise AND of content modification flags. |
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.
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. |
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.
pFlag | the type of modification to be reverted. |
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.
FBPropertyActor InputActor |
Read Write Property: The index of the actor used for the input.
FBPropertyCharacter InputCharacter |
Read Write Property: The index of the character used for the input.
Read Write Property: Is the character input active?
FBPropertyCharacterInputType InputType |
Read Write Property: The input type for the character (ex: Actor).
FBPropertyCharacterKeyingMode KeyingMode |
FBPropertyCharacterRollSolver RollSolver |
FBPropertyCharacterContactBehaviour ContactBehaviour |
Read Write Property: is Pitch used for Right elbow.
FBPropertyCharacterHipsTranslationMode HipsTranslationMode |
Read Write Property: are we writing back on reference.
Read Write Property: Lock character skeleton in place on X axis.
Read Write Property: Lock character skeleton in place on Y axis.
Read Write Property: Lock character skeleton in place on Z axis.
FBPropertyBool Active
[inherited] |
FBPropertyBool Deformer
[inherited] |
FBPropertyString Description
[inherited] |
Read Write Property: Long description of constraint.
FBPropertyBool HasLayout
[inherited] |
Read Write Property: Does the constraint have a layout?
FBPropertyBool Lock
[inherited] |
FBPropertyAnimatableDouble
Weight
[inherited] |
Read Write Property: Weight of constraint.
Reimplemented in FBStoryTrack.
FBPropertyBool Animatable
[inherited] |
FBPropertyBool Live
[inherited] |
FBPropertyBool RecordMode
[inherited] |
const char* UniqueName
[inherited] |
object OwnerNamespace
[inherited] |
FBPropertyListComponent
Components
[inherited] |
List: List of components.
Reimplemented in FBScene.
FBPropertyString Name
[inherited] |
Read Write Property: Unique name of object.
Reimplemented in FBAssetMng.
FBPropertyString LongName
[inherited] |
Read Write Property: Name and namespace for object.
object FullName
[inherited] |
FBPropertyListComponent
Parents
[inherited] |
FBPropertyManager PropertyList
[inherited] |
Read Only Property: Manages all of the properties for the component.
FBPropertyBool Selected
[inherited] |
Read Write Property: Selected property.
Reimplemented in FBModel.
object OnUnbind
[inherited] |