This reference page is linked to from the following overview topics: FBScene - The Scene Class, Object Model, FBSystem - The System Class, FBApplication - File I/O and Application Utilities, FBModel - Transformation Data and the Scene Graph, Your First Python Program, MotionBuilder 2014, FBMaterial and FBTexture - Materials and Textures, MotionBuilder 2013, Character Marker Set, File Input and Output, FBLight - Lights, Saving to a File, Keyframe Animation on Referenced Items, FBCamera - Cameras, File Events, Loading from a File, Example: Cube Counter, FBCharacter - Characters, File Options, Overview of the Architecture, FBPose - Poses, Saving an FBX File with Referenced Objects, Rigid Body Physics, Joint Chains.
#include <mobu-python-api.h>
FBApplication is used mainly to manage files. It provides functionality like that in the MotionBuilder file menu, for example, open file, save file. Note that event registration is instanced-based. When an FBApplication object is destroyed, all the event callbacks are unregistered. If you want to have a tool to be notified of events, it needs to have a FBApplication data member.
def __reduce__ | ( | ) |
Reimplemented from FBComponent.
def ExecuteScript | ( | ) |
Python Docstring:
ExecuteScript( (FBApplication)arg1, (str)arg2) -> bool
C++ Signature:
bool ExecuteScript(FBString pFilename)
Execute a python script file.
pFilename | The script file to execute. |
def __init__ | ( | ) |
Python Docstring:
__init__( (object)arg1) -> None
C++ Signature:
FBApplication(HIObject pObject = NULL)
Constructor.
pObject | Internal parent object(default=NULL). |
Reimplemented from FBComponent.
def FileBatch | ( | ) |
Python Docstring:
FileBatch( (FBApplication)arg1, (FBBatchOptions)arg2 [, (FBPlotOptions)arg3]) -> FBBatchStatus
C++ Signature:
FBBatchStatus FileBatch(FBBatchOptions * pBatchOptions, FBPlotOptions * pPlotOptions = NULL)
Start a batch. Command File->Batch... in the menus.
pBatchOptions | The options for the batch process (same as in the batch UI). |
pPlotOptions | The options for plotting (same as in the plot UI)(default=NULL). |
def FileExit | ( | ) |
Python Docstring:
FileExit( (FBApplication)arg1 [, (object)arg2]) -> None
C++ Signature:
void FileExit(bool pSave = false)
Quit application. Command File->Exit in the menus.
pSave | true if file is saved on exit(default=false). |
def FileExport | ( | ) |
Python Docstring:
FileExport( (FBApplication)arg1, (str)arg2) -> bool
C++ Signature:
bool FileExport(FBString pFilename)
Export a motion file. Command File->Motion File Export... in the menus.
pFilename | The file to create. To create two files at the same time (ex: .amc & .asf), separate the two files path with a comma ("Path1,Path2"). |
current take is use.
The last parameter is only used for motion files.
For now, you cannot export custom file types.
Currently, only the default export options are used.
def FileImport | ( | ) |
Python Docstring:
FileImport( (FBApplication)arg1, (str)arg2 [, (object)arg3 [, (object)arg4]]) -> bool
C++ Signature:
bool FileImport(FBString pFilename, bool pMatchModels = false, bool pCreateUnmatchedModels = true)
Import a motion file. Command File->Motion File Import... in the menus.
pFilename | The file to import. To import two files at the same time (ex: .amc & .asf), separate the two files path with a comma ("Path1,Path2"). |
pMatchModels | If there is already a model in the scene with the same name, the model will not be created and we replace the animation of the given model. |
pCreateUnmatchedModels | Whether unmatched models will be created. This flag matters
only when pMatchModels is true. when
pMatchModels is false, all the models are
created. |
If there are models selected in the scene, only these models will be checked for a potential name match.
If only one model is selected (ex: hips), this models and its hierarchy will be used.
The data will be imported in the current take.
The last two parameter are only used for motion files.
For now, you cannot import custom file types.
Currently, only the default import options are used.
def SaveCharacterRigAndAnimation | ( | ) |
Python Docstring:
SaveCharacterRigAndAnimation( (FBApplication)arg1, (str)arg2, (FBCharacter)arg3, (FBFbxOptions)arg4) -> bool
C++ Signature:
bool SaveCharacterRigAndAnimation(const char * pFileName, FBCharacter * pCharacter, FBFbxOptions * pFbxOptions)
Save the rig and its animation in a file.
pFileName | File name. |
pCharacter | Character to save. |
pFbxOptions | The options for the character rig and animation export |
def LoadAnimationOnCharacter | ( | ) |
Python Docstring:
LoadAnimationOnCharacter( (FBApplication)arg1, (str)arg2, (FBCharacter)arg3, (FBFbxOptions)arg4, (FBPlotOptions)arg5) -> bool
C++ Signature:
bool LoadAnimationOnCharacter(const char * pFileName, FBCharacter * pCharacter, FBFbxOptions * pFbxOptions, FBPlotOptions * pPlotOptions)
Load a rig and its animation from a file.
pFileName | File name. |
pCharacter | Target character. |
pFbxOptions | The options for the character rig and animation load |
pPlotOptions | If the animation should be plotted on the target rig, these plot options will be used. Set to NULL if animation will not be plotted. |
def OneClickSendAsNewScene | ( | ) |
Python Docstring:
OneClickSendAsNewScene( (FBApplication)arg1, (FBOneClickApplication)arg2) -> bool
C++ Signature:
bool OneClickSendAsNewScene(FBOneClickApplication pApplication)
Send the current scene as a new scene in the specified application.
pApplication | The application that will receive the scene. |
def OneClickUpdateCurrentScene | ( | ) |
Python Docstring:
OneClickUpdateCurrentScene( (FBApplication)arg1) -> bool
C++ Signature:
bool OneClickUpdateCurrentScene()
Send the scene to update the current scene in the specified application.
def OneClickAddToCurrentScene | ( | ) |
Python Docstring:
OneClickAddToCurrentScene( (FBApplication)arg1) -> bool
C++ Signature:
bool OneClickAddToCurrentScene()
Send the scene and add it to the current scene in the specified application.
def OneClickSelectPreviouslySentObject | ( | ) |
Python Docstring:
OneClickSelectPreviouslySentObject( (FBApplication)arg1) -> None
C++ Signature:
void OneClickSelectPreviouslySentObject()
Select, in MotionBuilder, the object that were sent.
def OneClickIsConnectedTo | ( | ) |
Python Docstring:
OneClickIsConnectedTo( (FBApplication)arg1) -> FBOneClickApplication
C++ Signature:
FBOneClickApplication OneClickIsConnectedTo()
Return the other application that MotionBuilder is connected to.
def FileExportBatch | ( | ) |
Python Docstring:
FileExportBatch( (FBApplication)arg1, (str)arg2, (FBTake)arg3, (FBBatchOptions)arg4, (FBModelList)arg5) -> bool
C++ Signature:
bool FileExportBatch(const char * pName, FBTake * pTake, FBBatchOptions * pBatchOptions, FBModelList & pExportModels)
Export a motion file using batch options. Export used for saving files in batch process.
pName | The name of the file without extension. Extension and path will be taken from batch options. |
pTake | Animation take to the export. |
pBatchOptions | The options for the export. |
pExportModels | Models to the export. |
def FileImportBatch | ( | ) |
Python Docstring:
FileImportBatch( (FBApplication)arg1, (str)arg2, (FBBatchOptions)arg3, (FBModel)arg4) -> bool
C++ Signature:
bool FileImportBatch(const char * pName, FBBatchOptions * pBatchOptions, FBModel * pReference)
Import a motion file using batch options. Import used for loading files in batch process.
pName | The name of the file without extension. Extension and path will be taken from batch options. |
pBatchOptions | The options for the import. |
pReference | Reference model for the import. |
def IsValidBatchFile | ( | ) |
Python Docstring:
IsValidBatchFile( (FBApplication)arg1, (str)arg2) -> bool
C++ Signature:
bool IsValidBatchFile(const char * pFilename)
Verify motion file readability.
pFilename | The file to test. |
def FileAppend | ( | ) |
Python Docstring:
FileAppend( (FBApplication)arg1, (str)arg2 [, (object)arg3 [, (FBFbxOptions)arg4]]) -> bool
C++ Signature:
bool FileAppend(const char * pFilename, bool pShowUIMsg = false, FBFbxOptions * pOptions = NULL)
Append a file to the current scene. Same as File->Merge in the menus with all options set to append. In earlier versions of MotionBuilder, a namespace could be specified with a parameter in this function, or FBFbxOptions.CustomImportNamespace, Now this is now done with FBFbxOptions.NamespaceList.
pFilename | File to merge. |
pShowUIMsg | Set false if don't want to popup any UI dialog or messages (default=false). |
pOptions | Provide finer control on file open options (default=NULL). if not null, Option dialog will only show if both option's ShowOptionsDialog property and pShowUIMsg are true. |
def FileMerge | ( | ) |
Python Docstring:
FileMerge( (FBApplication)arg1, (str)arg2 [, (object)arg3 [, (FBFbxOptions)arg4]]) -> bool FileMerge( (FBApplication)arg1, (FBStringList)arg2 [, (object)arg3 [, (FBFbxOptions)arg4]]) -> bool
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
def FileNew | ( | ) |
Python Docstring:
FileNew( (FBApplication)arg1) -> bool
C++ Signature:
bool FileNew(bool pAskUser = false, bool pClearSceneName = true)
Command FILE->NEW in the menus.
pAskUser | Set to true to cause a save dialog to popup. Default is false. |
pClearSceneName | Set to true to clear the scene name, set to false to retain it. Default is true. |
def FileOpen | ( | ) |
Python Docstring:
FileOpen( (FBApplication)arg1, (str)arg2 [, (object)arg3 [, (FBFbxOptions)arg4]]) -> bool FileOpen( (FBApplication)arg1, (object)arg2, (int)arg3) -> bool
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
def GetMaxFrameCount | ( | ) |
Python Docstring:
GetMaxFrameCount( (FBApplication)arg1, (object)arg2, (int)arg3, (object)arg4) -> object
C++ Signature:
bool GetMaxFrameCount(void * pBuffer, kULong pBufferLength, kLong * pFrameCount, int pTimeScale)
Get max frame count from a scene file in memory.
pBuffer | the memory buffer for the file. Raw memory address is expected in pyfbsdk. |
pBufferLength | the memory buffer size. |
pFrameCount | out parameter to hold max frame count. this parameter is not needed in pyfbsdk. |
pTimeScale | Time scale. |
def FileRender | ( | ) |
Python Docstring:
FileRender( (FBApplication)arg1 [, (FBVideoGrabOptions)arg2]) -> bool
C++ Signature:
bool FileRender(FBVideoGrabOptions * pRenderOptions = NULL)
Render current scene to media file. Command FILE->RENDER in the menus.
pRenderOptions | The options used when rendering the scene. If you don't specify them, current one are used. |
def AudioRender | ( | ) |
Python Docstring:
AudioRender( (FBApplication)arg1 [, (FBAudioRenderOptions)arg2]) -> bool
C++ Signature:
bool AudioRender(FBAudioRenderOptions * pAudioRenderOptions = NULL)
Render audio of current scene to media file, currently WAV file only.
pAudioRenderOptions | The options used when rendering audio of the scene. Default value: 2 channels, 16 bits, 44100 hz, the begin and end time span for current time referential, Default file name is "Output.wav" in the last audio output path, ro the default document path if the last path doesn't exist. |
def FileSave | ( | ) |
Python Docstring:
FileSave( (FBApplication)arg1 [, (str)arg2 [, (FBFbxOptions)arg3]]) -> bool
C++ Signature:
bool FileSave(const char * pFilename = NULL, FBFbxOptions * pOptions = NULL)
Save the file under another name. Command File->SaveAs in the menus.
pFilename | Save file as pFilename . A value of NULL will use
the current file name. |
pOptions | Provide finer control on file save options (default=NULL) |
def Maximize | ( | ) |
Python Docstring:
Maximize( (FBApplication)arg1) -> bool
C++ Signature:
bool Maximize()
Maximize window (minimized).
def Minimize | ( | ) |
Python Docstring:
Minimize( (FBApplication)arg1 [, (object)arg2]) -> bool
C++ Signature:
bool Minimize(bool pBlocking = true)
Minimize window.
pBlocking | Is the minimization blocking operation (default = true). |
def UpdateAllWidgets | ( | ) |
Python Docstring:
UpdateAllWidgets( (FBApplication)arg1) -> None
C++ Signature:
void UpdateAllWidgets()
Request to refresh display of all UI widgets.
def FlushEventQueue | ( | ) |
Python Docstring:
FlushEventQueue( (FBApplication)arg1) -> None
C++ Signature:
void FlushEventQueue()
Flush event queue. Processes all pending events for the calling thread until there are no more events to process. You can call this function occasionally when your code is busy performing a long operation (e.g. copying a file).
def SwitchViewerCamera | ( | ) |
Python Docstring:
SwitchViewerCamera( (FBApplication)arg1, (FBCamera)arg2) -> None
C++ Signature:
void SwitchViewerCamera(FBCamera & pCamera)
Switch the current viewer's camera.
pCamera | Camera to switch current viewer to. |
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 FBDelete | ( | ) | [inherited] |
Python Docstring:
FBDelete( (FBComponent)arg1) -> None
C++ Signature:
void FBDelete()
Open Reality deletion function.
Reimplemented in FBActor, FBActorFace, FBAnimationLayer, FBAudioClip, FBCharacter, FBCharacterExtension, FBCharacterFace, FBFileReference, FBFilter, FBFolder, FBGenericMenu, FBGroup, FBImage, FBKeyingGroup, FBLayeredTexture, FBModel, FBMotionClip, FBNamespace, FBScene, FBSet, FBStoryClip, FBStoryFolder, FBStoryTrack, FBTake, FBTexture, and FBVideoClip.
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 CurrentActor |
Read Write Property: Indicate the current actor, as used by the character tool. Can be NULL. If not null, CurrentCharacter must be null, as the character tool works on only one item at a time.
FBPropertyCharacter CurrentCharacter |
Read Write Property: Indicate the current character, as used by the character tool. Can be NULL. If not null, CurrentActor must be null, as the character tool works on only one item at a time.
FBPropertyEvent OnFileNewCompleted |
FBPropertyEvent OnFileNew |
Event: A File New has been requested, nothing has been destroyed yet.
FBPropertyEvent OnFileOpenCompleted |
FBPropertyEvent OnFileOpen |
Event: A File Open has been requested, nothing has been loaded yet.
FBPropertyEvent OnFileSaveCompleted |
FBPropertyEvent OnFileSave |
Event: A File Save has been requested, nothing has been saved yet.
FBPropertyEvent OnFileExit |
Event: A File Exit as been requested, nothing has been destroyed yet.
FBPropertyEvent OnFileMerge |
Event: A File Merge has been requested, nothing has been loaded yet.
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] |