FBModelNull Class Reference
 
 
 
FBModelNull Class Reference

This reference page is linked to from the following overview topics: FBModel - Transformation Data and the Scene Graph, Creating and Characterizing a Skeleton, MotionBuilder 2013, Joint Chains.


#include <mobu-python-api.h>


Class Description

Null object class.

Inheritance diagram for FBModelNull:
FBModel FBBox FBComponent FBPlug FBPythonWrapper

Public Member Functions

def  __reduce__ ()
def  __init__ ()
def  __copy__ ()
def  GetAdditionalUniqueColorID ()
def  FbxGetObjectSubType ()
def  FBDelete ()
def  FbxGetObjectType ()
def  Clone ()
def  GetBoundingBox ()
def  GetMatrix ()
def  GetSelectedPointsCount ()
def  SetupPropertiesForShapes ()
def  GetVector ()
def  SetMatrix ()
def  SetVector ()
def  MatrixToRotation ()
def  RotationToMatrix ()
def  LRMToDof ()
def  DofToLRM ()
def  SetSchematicPosition ()
def  GetSchematicPosition ()
def  NoFrustumCullingRequire ()
def  NoFrustumCullingRelease ()
def  UseFrustumCulling ()
def  ForceAlwaysEvaluate ()
def  IsForceAlwaysEvaluate ()
def  IsEvaluationReady ()
def  SetAdditionalUniqueColorIDCount ()
def  GetAdditionalUniqueColorIDCount ()
def  AnimationNodeDestroy ()
def  AnimationNodeInGet ()
def  AnimationNodeIsUserData ()
def  AnimationNodeOutGet ()
def  PropertyGetModifiedList ()
def  ClassName ()
def  DisableObjectFlags ()
def  EnableObjectFlags ()
def  FBCreate ()
def  FBDestroy ()
def  GetObjectFlags ()
def  GetObjectStatus ()
def  HasObjectFlags ()
def  Is ()
def  ProcessNamespaceHierarchy ()
def  ProcessObjectNamespace ()
def  PropertyAdd ()
def  PropertyAddReferenceProperty ()
def  PropertyCreate ()
def  PropertyRemove ()
def  SetObjectFlags ()
def  SetObjectStatus ()
def  HardSelect ()
def  GetOwnerFileReference ()
def  BeginChange ()
def  ConnectDst ()
def  ConnectDstAt ()
def  ConnectSrc ()
def  ConnectSrcAt ()
def  DisconnectAllDst ()
def  DisconnectAllSrc ()
def  DisconnectDst ()
def  DisconnectDstAt ()
def  DisconnectSrc ()
def  DisconnectSrcAt ()
def  EndChange ()
def  GetDst ()
def  GetDstCount ()
def  GetDstType ()
def  GetOwned ()
def  GetOwnedCount ()
def  GetOwner ()
def  GetSrc ()
def  GetSrcCount ()
def  GetSrcType ()
def  IsSDKComponent ()
def  MoveSrcAt ()
def  ReplaceDstAt ()
def  ReplaceSrcAt ()
def  SwapSrc ()
def  SetSelfModified ()
def  GetSelfModified ()
def  SetContentModified ()
def  GetContentModified ()
def  GetPlugConnectionModifiedList ()
def  RevertModification ()
def  PrintClassDefinitions ()

Public Attributes

FBPropertyDouble  Size
FBPropertyAnimationNode  AnimationNode
FBPropertyListModel  Children
FBPropertyVector3d  GeometricRotation
FBPropertyVector3d  GeometricScaling
FBPropertyVector3d  GeometricTranslation
FBPropertyGeometry  Geometry
FBPropertyModelVertexData  ModelVertexData
FBPropertyBool  Icon3D
FBPropertyBool  IsDeformable
FBPropertyBool  IsConstrained
FBPropertyInt  GeometryUpdateId
FBPropertyBool  SkeletonDeformable
FBPropertyBool  BlendShapeDeformable
FBPropertyBool  ConstrainDeformable
FBPropertyBool  PointCacheDeformable
FBPropertyBool  PointCacheRecord
FBPropertyColor  UniqueColorId
FBPropertyModel  LookAt
FBPropertyModel  Parent
FBPropertyVector3d  PostRotation
FBPropertyVector3d  PreRotation
FBPropertyBool  QuaternionInterpolate
FBPropertyBool  PrimaryVisibility
FBPropertyBool  CastsShadows
FBPropertyBool  ReceiveShadows
FBPropertyAnimatableVector3d  Rotation
FBPropertyBool  RotationActive
FBPropertyVector3d  RotationMax
FBPropertyBool  RotationMaxX
FBPropertyBool  RotationMaxY
FBPropertyBool  RotationMaxZ
FBPropertyVector3d  RotationMin
FBPropertyBool  RotationMinX
FBPropertyBool  RotationMinY
FBPropertyBool  RotationMinZ
FBPropertyModelRotationOrder  RotationOrder
FBPropertyBool  RotationSpaceForLimitOnly
FBPropertyAnimatableVector3d  Scaling
FBPropertyScene  Scene
FBPropertyBool  Selected
FBPropertyListShader  Shaders
FBPropertyListMaterial  Materials
FBPropertyListTexture  Textures
FBPropertyListDeformer  Deformers
FBPropertyModelShadingMode  ShadingMode
object  CullingMode
FBPropertyBool  Pickable
FBPropertyBool  Show
FBPropertyBool  Transformable
FBPropertyBool  SoftSelected
FBPropertyAnimatableVector3d  Translation
FBPropertyModel  UpVector
FBPropertyAnimatableBool  Visibility
object  IsVisible
FBPropertyBool  VisibilityInheritance
FBPropertyBool  Animatable
FBPropertyBool  Live
FBPropertyBool  RecordMode
const char *  UniqueName
object  OwnerNamespace
FBPropertyListComponent  Components
FBPropertyString  Name
FBPropertyString  LongName
object  FullName
FBPropertyListComponent  Parents
FBPropertyManager  PropertyList
object  OnUnbind

Member Function Documentation

def __reduce__ ( )

Reimplemented from FBModel.

def __init__ ( )

Python Docstring:

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

C++ Signature:

 FBModelNull(const char * pName, HIObject pObject = NULL) 

Constructor.

Parameters:
pName Name of null.
pObject For internal use only(default=NULL).

Reimplemented from FBModel.

def __copy__ ( ) [inherited]

Python Docstring:

__copy__( (FBModel)arg1) -> object 
def GetAdditionalUniqueColorID ( ) [inherited]

Python Docstring:

GetAdditionalUniqueColorID( (FBModel)arg1, (int)arg2) -> FBColor 

C++ Signature:

FBColor GetAdditionalUniqueColorID(unsigned int pIndex) 

Get Additional Unique Color Id.

Parameters:
pIndex the requested unique color id index, can't be larger than GetAdditionalColorIDCount()
Returns:
Additional Unique ColorId.
def FbxGetObjectSubType ( ) [inherited]

Python Docstring:

FbxGetObjectSubType( (FBModel)arg1) -> str 

C++ Signature:

const char * FbxGetObjectSubType() 

Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.

def FBDelete ( ) [inherited]

Python Docstring:

FBDelete( (FBModel)arg1) -> None 

C++ Signature:

void FBDelete() 

Open Reality deletion function.

Reimplemented from FBComponent.

def FbxGetObjectType ( ) [inherited]

Python Docstring:

FbxGetObjectType( (FBModel)arg1) -> str 

C++ Signature:

const char * FbxGetObjectType() 

Returns the class type inherited by the class of an object, for example: 'Model'.

def Clone ( ) [inherited]

Python Docstring:

Clone( (FBModel)arg1) -> object 

C++ Signature:

FBModel * Clone() 

Clone the model. This will duplicate the current model.

Returns:
Newly created model.
def GetBoundingBox ( ) [inherited]

Python Docstring:

GetBoundingBox( (FBModel)arg1, (FBVector3d)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void GetBoundingBox(FBVector3d & pMin, FBVector3d & pMax) 

Get the bounding box of the model. Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.

Return values:
pMin Minimum value of the bounding box.
pMax Maximum value of the bounding box.
def GetMatrix ( ) [inherited]

Python Docstring:

GetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None 

C++ Signature:

void GetMatrix(FBMatrix & pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, FBEvaluateInfo * pEvaluateInfo = NULL) 

Get a matrix from the model.

Parameters:
pWhat Type of information requested (default=transformation).
pGlobalInfo true if it is GlobalInfo, false if Local (default=true).
Return values:
pMatrix Matrix to fill with requested information.
Parameters:
pEvaluateInfo EvaluateInfo, Take Display if none specified.
def GetSelectedPointsCount ( ) [inherited]

Python Docstring:

GetSelectedPointsCount( (FBModel)arg1) -> int 

C++ Signature:

int GetSelectedPointsCount() 

Get the number of selected points in the model.

Returns:
Number of selected points.
def SetupPropertiesForShapes ( ) [inherited]

Python Docstring:

SetupPropertiesForShapes( (FBModel)arg1) -> None 

C++ Signature:

void SetupPropertiesForShapes() 

Setup Shape Properties. Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.

def GetVector ( ) [inherited]

Python Docstring:

GetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None 

C++ Signature:

void GetVector(FBVector3d & pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, FBEvaluateInfo * pEvaluateInfo = NULL) 

Get a vector from the model.

Parameters:
pWhat Type of information requested (default=translation, inverses not supported).
pGlobalInfo true if it is GlobalInfo, false if Local (default=true).
pEvaluateInfo EvaluateInfo, Take Display if none specified
Return values:
pVector Vector to fill with requested values.
def SetMatrix ( ) [inherited]

Python Docstring:

SetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None 

C++ Signature:

void SetMatrix(FBMatrix pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, bool pPushUndo = false, FBEvaluateInfo * pEvaluateInfo = NULL) 

Set a matrix for the model.

Parameters:
pMatrix Information to use to set the model's matrix.
pWhat Type of matrix to set (default=transformation).
pGlobalInfo true if it is GlobalInfo, false if Local (default=true).
pPushUndo true if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfo EvaluateInfo, Take Display if none specified
def SetVector ( ) [inherited]

Python Docstring:

SetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None 

C++ Signature:

void SetVector(FBVector3d pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, bool pPushUndo = false, FBEvaluateInfo * pEvaluateInfo = NULL) 

Set a vector for the model.

Parameters:
pVector Vector to use to set values.
pWhat Type of information to set (default=translation, inverses not supported).
pGlobalInfo true if it is GlobalInfo, false if Local (default=true).
pPushUndo true if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfo EvaluateInfo, Take Display if none specified
def MatrixToRotation ( ) [inherited]

Python Docstring:

MatrixToRotation( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None 

C++ Signature:

void MatrixToRotation(FBVector3 & pRotation, const FBMatrix & pMatrix) 

Convert Rotation Matrix to Euler Vector based on model's rotation order.

Parameters:
pMatrix Matrix to convert
Return values:
pRotation Resulting euler vector.
def RotationToMatrix ( ) [inherited]

Python Docstring:

RotationToMatrix( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void RotationToMatrix(FBMatrix & pMatrix, const FBVector3 & pRotation) 

Convert Euler Vector to Rotation Matrix based on model's rotation order.

Parameters:
pRotation Object space rotation vector to convert
Return values:
pMatrix Resulting rotation matrix.
def LRMToDof ( ) [inherited]

Python Docstring:

LRMToDof( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None 

C++ Signature:

void LRMToDof(FBVector3 & pDof, const FBMatrix & pLM) 

Convert local matrix to object space vector.

Parameters:
pLM Local rotation matrix to convert
Return values:
pDof Resulting object space vector.
Note:
Use this function when you want to convert local rotation to euler with proper pre/post transformation and rotation order applied from this model.
def DofToLRM ( ) [inherited]

Python Docstring:

DofToLRM( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void DofToLRM(FBMatrix & pLM, const FBVector3 & pDof) 

Convert object space vector to local matrix.

Parameters:
pDof Vector to convert
Return values:
pLM Resulting local rotation matrix.
Note:
Use this function when you want to convert euler to local rotation with proper pre/post transformation and rotation order applied from this model.
def SetSchematicPosition ( ) [inherited]

Python Docstring:

SetSchematicPosition( (FBModel)arg1, (object)arg2, (object)arg3) -> None

SetSchematicPosition( (FBModel)arg1, (FBVector2d)arg2) -> None 

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

void SetSchematicPosition(int pX, int pY)
void SetSchematicPosition(FBVector2d pVector2d)
def GetSchematicPosition ( ) [inherited]

Python Docstring:

GetSchematicPosition( (FBModel)arg1) -> FBVector2d 

C++ Signature:

FBVector2d GetSchematicPosition() 

Get the position in the schematic view for the model.

Returns:
Current position for the model.
def NoFrustumCullingRequire ( ) [inherited]

Python Docstring:

NoFrustumCullingRequire( (FBModel)arg1) -> int 

C++ Signature:

int NoFrustumCullingRequire() 

Acquire no frustum culling request.

Returns:
Current no frustum culling request count after function call.
def NoFrustumCullingRelease ( ) [inherited]

Python Docstring:

NoFrustumCullingRelease( (FBModel)arg1) -> int 

C++ Signature:

int NoFrustumCullingRelease() 

Release no frustum culling request.

Returns:
Current no frustum culling request count after function call.
def UseFrustumCulling ( ) [inherited]

Python Docstring:

UseFrustumCulling( (FBModel)arg1) -> bool 

C++ Signature:

bool UseFrustumCulling() 

Get the current Frustum Culling Status.

Returns:
True if model don't use frustum culling currently.
def ForceAlwaysEvaluate ( ) [inherited]

Python Docstring:

ForceAlwaysEvaluate( (FBModel)arg1) -> None 

C++ Signature:

void ForceAlwaysEvaluate() 

Force Always Evaluate. In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.

def IsForceAlwaysEvaluate ( ) [inherited]

Python Docstring:

IsForceAlwaysEvaluate( (FBModel)arg1) -> bool 

C++ Signature:

bool IsForceAlwaysEvaluate() 

Return Force Always Evaluate status.

def IsEvaluationReady ( ) [inherited]

Python Docstring:

IsEvaluationReady( (FBModel)arg1, (FBModelEvaluationTaskType)arg2 [, (FBEvaluateInfo)arg3]) -> bool 

C++ Signature:

bool IsEvaluationReady(FBModelEvaluationTaskType pWhat, FBEvaluateInfo * pEvaluateInfo = NULL) 

Is the model's evaluation task result ready.

Parameters:
pWhat Type of evaluation task.
pEvaluateInfo EvaluateInfo, Take Display if none specified
Return values:
\b true if the evaluation task result is ready in place.
def SetAdditionalUniqueColorIDCount ( ) [inherited]

Python Docstring:

SetAdditionalUniqueColorIDCount( (FBModel)arg1, (int)arg2) -> bool 

C++ Signature:

bool SetAdditionalUniqueColorIDCount(unsigned int pCount) 

Request additional Unique color IDs.

Parameters:
pCount User should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns:
True if Unique ColorId resource is available.
def GetAdditionalUniqueColorIDCount ( ) [inherited]

Python Docstring:

GetAdditionalUniqueColorIDCount( (FBModel)arg1) -> int 

C++ Signature:

unsigned int GetAdditionalUniqueColorIDCount() 

Get additional unique color count.

Returns:
Additional Unique Color Count.
def AnimationNodeDestroy ( ) [inherited]

Python Docstring:

AnimationNodeDestroy( (FBBox)arg1, (FBAnimationNode)arg2) -> bool 

C++ Signature:

bool AnimationNodeDestroy(FBAnimationNode * pAnimationNode) 

Destroy an animation node.

Parameters:
pAnimationNode Handle to the animation node to be destroyed.
Returns:
true if destruction was successful.
def AnimationNodeInGet ( ) [inherited]

Python Docstring:

AnimationNodeInGet( (FBBox)arg1) -> object 

C++ Signature:

FBAnimationNode * AnimationNodeInGet() 

Get the (IN/OUT) animation node for this box.

Returns:
A handle to the 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?

Parameters:
pAnimationNode Handle to the animation to be queried.
Returns:
true if node is user data.
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.

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

Python Docstring:

ClassName( (FBComponent)arg1) -> str 

C++ Signature:

const char * ClassName() 

Get the class name.

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

Reimplemented from FBPlug.

def DisableObjectFlags ( ) [inherited]

Python Docstring:

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

C++ Signature:

void DisableObjectFlags(FBObjectFlag pFlags) 

Disable a specific Object Flags.

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

Python Docstring:

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

C++ Signature:

void EnableObjectFlags(FBObjectFlag pFlags) 

Enable a specific Object Flags.

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

Python Docstring:

FBCreate( (FBComponent)arg1) -> bool 

C++ Signature:

bool FBCreate() 

Open Reality Creation function.

Returns:
Outcome of creation (true/false).

Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.

def FBDestroy ( ) [inherited]

Python Docstring:

FBDestroy( (FBComponent)arg1) -> None 

C++ Signature:

void FBDestroy() 

Open Reality destruction function.

Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.

def GetObjectFlags ( ) [inherited]

Python Docstring:

GetObjectFlags( (FBComponent)arg1) -> FBObjectFlag 

C++ Signature:

FBObjectFlag GetObjectFlags() 

Get all Object Flags (concatenated).

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

Python Docstring:

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

C++ Signature:

bool GetObjectStatus(FBObjectStatus pStatus) 

Check to see if an object status is enabled.

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

Python Docstring:

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

C++ Signature:

bool HasObjectFlags(FBObjectFlag pFlags) 

Check whether a specific object flag is enabled.

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

Python Docstring:

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

C++ Signature:

bool Is(int pTypeId) 

Returns true if object is of type TypeId.

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

Reimplemented from FBPlug.

def ProcessNamespaceHierarchy ( ) [inherited]

Python Docstring:

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

C++ Signature:

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

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

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

Python Docstring:

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

C++ Signature:

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

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

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

Python Docstring:

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

C++ Signature:

int PropertyAdd(FBProperty * pProperty) 

Add a property to the component's property manager.

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

Python Docstring:

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

C++ Signature:

bool PropertyAddReferenceProperty(FBProperty * pReferenceProperty) 

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

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

Python Docstring:

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

C++ Signature:

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

Create user or dynamic property.

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

Python Docstring:

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

C++ Signature:

void PropertyRemove(FBProperty * pProperty) 

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

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

Python Docstring:

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

C++ Signature:

void SetObjectFlags(FBObjectFlag pFlags) 

SetObjectFlags.

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

Python Docstring:

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

C++ Signature:

void SetObjectStatus(FBObjectStatus pStatus, bool pValue) 

Enable/Disable a specific Object Status.

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

Python Docstring:

HardSelect( (FBComponent)arg1) -> None 

C++ Signature:

void HardSelect() 

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

def GetOwnerFileReference ( ) [inherited]

Python Docstring:

GetOwnerFileReference( (FBComponent)arg1) -> object 

C++ Signature:

FBFileReference * GetOwnerFileReference(void ) 

Get the owner FileReference object.

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

Python Docstring:

BeginChange( (FBPlug)arg1) -> bool 

C++ Signature:

bool BeginChange() 

Begins a change on multiple plugs.

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

Python Docstring:

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

C++ Signature:

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

Add a destination connection.

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

Python Docstring:

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

C++ Signature:

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

Add a destination connection.

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

Python Docstring:

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

C++ Signature:

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

Add a source connection.

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

Python Docstring:

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

C++ Signature:

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

Add a source connection.

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

Python Docstring:

DisconnectAllDst( (FBPlug)arg1) -> None 

C++ Signature:

void DisconnectAllDst() 

Remove all destination connections.

def DisconnectAllSrc ( ) [inherited]

Python Docstring:

DisconnectAllSrc( (FBPlug)arg1) -> None 

C++ Signature:

void DisconnectAllSrc() 

Remove all source connections.

def DisconnectDst ( ) [inherited]

Python Docstring:

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

C++ Signature:

bool DisconnectDst(FBPlug * pDst) 

Remove a destination connection.

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

Python Docstring:

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

C++ Signature:

bool DisconnectDstAt(int pIndex) 

Remove a destination connection at a specified index.

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

Python Docstring:

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

C++ Signature:

bool DisconnectSrc(FBPlug * pSrc) 

Remove a source connection.

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

Python Docstring:

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

C++ Signature:

bool DisconnectSrcAt(int pIndex) 

Remove a source connection at a specified index.

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

Python Docstring:

EndChange( (FBPlug)arg1) -> None 

C++ Signature:

void EndChange() 

Ends a change on multiple plugs.

def GetDst ( ) [inherited]

Python Docstring:

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

C++ Signature:

FBPlug * GetDst(int pIndex) 

Get a destination connection's plug at specified index.

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

Python Docstring:

GetDstCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetDstCount() 

Get destination connection count.

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

Python Docstring:

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

C++ Signature:

FBConnectionType GetDstType(int pIndex) 

Get a destination connection's type at specified index.

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

Python Docstring:

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

C++ Signature:

FBPlug * GetOwned(int pIndex) 

Get the owned plug at specified index.

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

Python Docstring:

GetOwnedCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetOwnedCount() 

Get the owned plug count.

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

Python Docstring:

GetOwner( (FBPlug)arg1) -> object 

C++ Signature:

FBPlug * GetOwner() 

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

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

Python Docstring:

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

C++ Signature:

FBPlug * GetSrc(int pIndex) 

Get a source connection's plug at specified index.

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

Python Docstring:

GetSrcCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetSrcCount() 

Get source connection count.

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

Python Docstring:

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

C++ Signature:

FBConnectionType GetSrcType(int pIndex) 

Get a source connection's type at specified index.

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

Python Docstring:

IsSDKComponent( (FBPlug)arg1) -> bool 

C++ Signature:

bool IsSDKComponent() 

Return whether or not item is an SDK component.

def MoveSrcAt ( ) [inherited]

Python Docstring:

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

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

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

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

Python Docstring:

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

C++ Signature:

bool ReplaceDstAt(int pIndex, FBPlug * pDst) 

Replace a destination connection at a specified index.

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

Python Docstring:

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

C++ Signature:

bool ReplaceSrcAt(int pIndex, FBPlug * pSrc) 

Replace a source connection at a specified index.

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

Python Docstring:

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

C++ Signature:

bool SwapSrc(int pIndexA, int pIndexB) 

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

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

Python Docstring:

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

C++ Signature:

void SetSelfModified(FBPlugModificationFlag pFlag, bool pBool) 

Set the plug's self modification flag.

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

Python Docstring:

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

C++ Signature:

bool GetSelfModified(FBPlugModificationFlag pFlag) 

Tell if the plug's self has changed.

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

Python Docstring:

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

C++ Signature:

void SetContentModified(FBPlugModificationFlag pFlag, bool pBool) 

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

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

Python Docstring:

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

C++ Signature:

bool GetContentModified(FBPlugModificationFlag pFlag) 

Tell if the plug's content has changed.

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

Python Docstring:

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

C++ Signature:

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

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

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

Python Docstring:

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

C++ Signature:

bool RevertModification(FBPlugModificationFlag pFlag = kFBAllModifiedMask) 

Revert the plug's modification to original status.

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

Python Docstring:

staticmethod(function) -> method

Convert a function to be a static method.

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

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

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

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

C++ Signature:

void PrintClassDefinitions() 

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


Member Data Documentation

Read Write Property: Size (not related to scaling).

FBPropertyAnimationNode AnimationNode [inherited]

Read Only Property: Animation node of the model.

Read Write Property: Geometric rotation.

Read Write Property: Geometric scaling.

Read Write Property: Geometric translation.

FBPropertyGeometry Geometry [inherited]

Read Write Property: Geometry for the model.

FBPropertyModelVertexData ModelVertexData [inherited]

Python Docstring:

Read only property to get ModelVertexData 

Read Only Property: ModelVertexData for the model.

FBPropertyBool Icon3D [inherited]

Read Write Property: Is model a 3D icon?

Read Only Property: Is model deformable?

Read Only Property: Is model constrained?

Read Only Property: model geometry (vertex data) related update id.

Read Write Property: Model skeleton deformable. Not Savable

Read Write Property: Model blend-shape deformable. Not Savable

Read Write Property: Model constraint deformable. Not Savable

Read Write Property: Model point cache deformable. Not Savable

Read Write Property: Record Point Cache for model? Not Savable

Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision.

FBPropertyModel LookAt [inherited]

Read Write Property: Look at model (interest point).

FBPropertyModel Parent [inherited]

Read Write Property: Parent model.

Read Write Property: Post Rotation (considered if RotationActive is true)

Read Write Property: Pre Rotation (considered if RotationActive is true)

Read Write Property: Use quaternion interpolation.

Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off.

Read Write Property: If true, the geometry will produce shadows.

Read Write Property: If true, the geometry will receive shadows.

Read Write Property: Is model using Rotation Limits?

Read Write Property: Max Rotation Limit (considered if RotationActive is true)

Read Write Property: Is model using Maximum Rotation Limits On X?

Read Write Property: Is model using Maximum Rotation Limits On Y?

Read Write Property: Is model using Maximum Rotation Limits On Z?

Read Write Property: Min Rotation Limit (considered if RotationActive is true)

Read Write Property: Is model using Minimum Rotation Limits On X?

Read Write Property: Is model using Minimum Rotation Limits On Y?

Read Write Property: Is model using Minimum Rotation Limits On Z?

FBPropertyModelRotationOrder RotationOrder [inherited]

Read Write Property: Rotation order.

Read Write Property: Apply Post Rotation Matrix only for Limits?

FBPropertyScene Scene [inherited]

Read Only Property: Scene containing the model.

FBPropertyBool Selected [inherited]

Read Write Property: Selected property.

Reimplemented from FBComponent.

List: Textures with Special UseType (Other than "Color" which should connect to materials).

List: Deformers (Skeleton Deformer or Point Cache Deformer).

FBPropertyModelShadingMode ShadingMode [inherited]

Read Write Property: Shading mode for the model.

FBPropertyBool Pickable [inherited]

Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'.

FBPropertyBool Show [inherited]

Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'.

Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'.

Read Write Property: Is model Soft selected?

FBPropertyModel UpVector [inherited]

Read Write Property: UpVector model.

Read Write Property: Visibility of model. This can be overridden by the 'Show' property.

object IsVisible [inherited]

C++ Signature:

bool IsVisible(FBEvaluateInfo * pEvaluateInfo = NULL) 

If the model is visible. Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters: 1. The model's own visibility 2. The model's parent's visibility (if any) 3. The visibility of the set to which model belongs (if any) 4. VisibilityInheritance of the model

Parameters:
pEvaluateInfo evaluate info,
Returns:
true if visible for the given evaluate info.

Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants

Read Write Property: Is the box animatable.

FBPropertyBool Live [inherited]

Read Write Property: Is live?

Read Write Property: Is recording?

const char* UniqueName [inherited]

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.