This reference page is linked to from the following overview topics: MotionBuilder 2014, File Input and Output, Saving to a File, Keyframe Animation on Referenced Items, File Options, Saving an FBX File with Referenced Objects.
#include <mobu-python-api.h>
Customize file loading and saving.
def __reduce__ | ( | ) |
Reimplemented from FBComponent.
def __init__ | ( | ) |
Python Docstring:
__init__( (object)arg1, (object)arg2) -> None __init__( (object)arg1, (object)arg2, (str)arg3) -> None
C++ Signature:
FBFbxOptions(bool pLoad, const char * pFilePathToLoad = NULL, HIObject pObject = NULL)
Constructor. Create a FBFbxOption to be used in FBApplication Save/Load with default settings.
pLoad | If true, will init option for a default Load (Append all elements and animation). If false will initialized options for a default Save (Save all elements and animation). |
pFilePathToLoad | If pLoad is true, the client code should pass the file path to load to collect the take info; ignore when pLoad is false. |
pObject | For internal use only. |
Reimplemented from FBComponent.
def SetAll | ( | ) |
Python Docstring:
SetAll( (FBFbxOptions)arg1, (FBElementAction)arg2, (object)arg3) -> None
C++ Signature:
void SetAll(FBElementAction pElementAction, bool pAnimation)
Set All Options. Initialize all loading/saving properties to ElementAction and animation specified.
pElementAction | Default value for all FBPropertyElementAction properties. |
pAnimation | Default value for all Animation properties. |
def SetFromString | ( | ) |
Python Docstring:
SetFromString( (FBFbxOptions)arg1, (str)arg2) -> None
C++ Signature:
void SetFromString(const char * pString, FBOptionsContext context)
Set all options from string Set all parameters from a formatted string (previously serialized with SaveToString)
pString | The string containing all settings. See SaveToFile |
context | The context to be used when de-serializing |
def SaveToString | ( | ) |
Python Docstring:
SaveToString( (FBFbxOptions)arg1) -> str
C++ Signature:
void SaveToString(FBString & pString, FBOptionsContext context)
Serialize all options to a string Serialize all options to a string specifying a context.
pString | The string containing all settings, target of serializing |
context | The context to be used when serializing |
def GetTakeCount | ( | ) |
Python Docstring:
GetTakeCount( (FBFbxOptions)arg1) -> int
C++ Signature:
int GetTakeCount()
Return the count of takes in the scene to saved or the file to loaded.
def GetTakeSelect | ( | ) |
Python Docstring:
GetTakeSelect( (FBFbxOptions)arg1, (object)arg2) -> bool
C++ Signature:
bool GetTakeSelect(int pTakeIndex)
Return if true if the take will be saved or Loaded.
pTakeIndex | index of take to get. |
def SetTakeSelect | ( | ) |
Python Docstring:
SetTakeSelect( (FBFbxOptions)arg1, (object)arg2, (object)arg3) -> None
C++ Signature:
void SetTakeSelect(int pTakeIndex, bool pSelect)
Return if true if the take will be saved or Loaded.
pTakeIndex | index of take to set |
pSelect | set true if should be saved or loaded. |
def GetTakeName | ( | ) |
Python Docstring:
GetTakeName( (FBFbxOptions)arg1, (object)arg2) -> str
C++ Signature:
const char * GetTakeName(int pTakeIndex)
Take Original Name.
pTakeIndex | index of take to get. |
def SetTakeName | ( | ) |
Python Docstring:
SetTakeName( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None
C++ Signature:
void SetTakeName(int pTakeIndex, const char * pName)
Take Original Name.
pTakeIndex | index of take to set. |
pName | take name to set |
def GetTakeDescription | ( | ) |
Python Docstring:
GetTakeDescription( (FBFbxOptions)arg1, (object)arg2) -> str
C++ Signature:
const char * GetTakeDescription(int pTakeIndex)
Take Description.
pTakeIndex | index of take to get. |
def SetTakeDescription | ( | ) |
Python Docstring:
SetTakeDescription( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None
C++ Signature:
void SetTakeDescription(int pTakeIndex, const char * pDescription)
Take Description.
pTakeIndex | index of take to set. |
pDescription | take description to set |
def GetTakeDestinationName | ( | ) |
Python Docstring:
GetTakeDestinationName( (FBFbxOptions)arg1, (object)arg2) -> str
C++ Signature:
const char * GetTakeDestinationName(int pTakeIndex)
Take Destination Name upon save or load.
pTakeIndex | index of take to get. |
def SetTakeDestinationName | ( | ) |
Python Docstring:
SetTakeDestinationName( (FBFbxOptions)arg1, (object)arg2, (str)arg3) -> None
C++ Signature:
void SetTakeDestinationName(int pTakeIndex, const char * pDestinationName)
Take Destination Name upon save or load.
pTakeIndex | index of take to set. |
pDestinationName | take description to set |
def PropertyGetModifiedList | ( | ) | [inherited] |
Python Docstring:
PropertyGetModifiedList( (FBComponent)arg1, (FBPlugModificationFlag)arg2) -> FBPropertyList
C++ Signature:
void PropertyGetModifiedList(FBArrayTemplate< FBProperty * > & pPropList, FBPlugModificationFlag pModificationFlags)
Get list of properties which have been modified since last loading.
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.
FBPropertyElementAction ActorFaces |
Read Write Property: Handling of the Actor Faces elements.
Read Write Property: Handling of the Actor Faces animation.
FBPropertyElementAction Actors |
Read Write Property: Handling of the Actors elements.
FBPropertyElementAction Audio |
Read Write Property: Handling of the Audio elements.
Read Write Property: Consider base camera settings.
FBPropertyElementAction Bones |
Read Write Property: Handling of the Bones elements.
Read Write Property: Handling of the Bones animation.
FBPropertyElementAction Cameras |
Read Write Property: Handling of the Cameras elements.
Read Write Property: Handling of the Cameras animation.
Read Write Property: Consider camera switcher settings.
FBPropertyElementAction CharacterExtensions |
Read Write Property: Handling of the Character Extensions.
FBPropertyElementAction CharacterFaces |
Read Write Property: Handling of the Character Faces elements.
Read Write Property: Handling of the Character Faces animation.
FBPropertyElementAction Characters |
Read Write Property: Handling of the Characters elements.
Read Write Property: Handling of the Characters animation.
FBPropertyElementAction Constraints |
Read Write Property: Handling of the Constraints elements.
Read Write Property: Handling of the Constraints animation.
Read Write Property: Consider current camera settings.
FBPropertyElementAction Devices |
Read Write Property: Handling of the Devices elements.
Read Write Property: Handling of the Devices animation.
FBPropertyElementAction FileReferences |
Read Write Property: Handling of the FileReferences elements.
Read Write Property: Consider global Lighting settings.
FBPropertyElementAction Groups |
Read Write Property: Handling of the Groups elements.
FBPropertyElementAction KeyingGroups |
Read Write Property: Handling of the Keying Groups elements.
FBPropertyElementAction Lights |
Read Write Property: Handling of the Lights elements.
Read Write Property: Handling of the Lights animation.
FBPropertyElementAction Materials |
Read Write Property: Handling of the Materials elements.
Read Write Property: Handling of the Materials animation.
FBPropertyElementAction Models |
Read Write Property: Handling of the Models elements.
Read Write Property: Handling of the Models animation.
FBPropertyElementAction Notes |
Read Write Property: Handling of the Notes elements.
Read Write Property: Handling of the Notes animation.
FBPropertyElementAction OpticalData |
Read Write Property: Handling of the Optical Data elements.
FBPropertyElementAction PhysicalProperties |
Read Write Property: Handling of the Physical Properties elements.
Read Write Property: Handling of the Physical Properties animation.
FBPropertyElementAction Poses |
Read Write Property: Handling of the Poses elements.
FBPropertyElementAction Scripts |
Read Write Property: Handling of the Scripts elements.
FBPropertyElementAction Sets |
Read Write Property: Handling of the Sets elements.
FBPropertyElementAction Shaders |
Read Write Property: Handling of the Shaders elements.
Read Write Property: Handling of the Shaders animation.
FBPropertyElementAction Solvers |
Read Write Property: Handling of the Solvers elements.
Read Write Property: Handling of the Solvers animation.
FBPropertyElementAction Story |
Read Write Property: Handling of the Story elements.
Read Write Property: Handling of the Story animation (animatable properties on story objects).
FBPropertyTakeSpanOnLoad TakeSpan |
Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.
FBPropertyElementAction Textures |
Read Write Property: Handling of the Textures elements.
Read Write Property: Handling of the Textures animation.
Read Write Property: Set to true to update recent file list.
Read Write Property: Consider transport control settings.
Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.
Read Write Property: The Cached buffer size used to accelerate IO system.
Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.
FBPropertyFileFormatAndVersion FileFormatAndVersion |
Read Write Property: File format and version chosen to save the scene.
Read Write Property: Indicate that only the selected models will be saved.
Read Write Property: Indicate whether we keep transform hierarchy when SaveSelectedModelsOnly is true. Default value is false to ensure consistent behavior with SaveSelected operation via file menu.
Read Write property: Load/Save scene as FileReference.
Read Write Property: Load/Save the edits made to referenced objects or not.
Read Write Property: A list of namespaces separated by '~', On Load, duplicate the loaded objects into each namespace in the list.
Read Write property: Consider the mute/solo settings to identify identical layer when merging.
Read Write property: Remove empty animation layers that are in additive mode, without child or parent.
Read Write Property: Set to false if want to keep properties' animated flag even when they are not really animated(no keyframe data) while retrieving/storing.
FBPropertyElementAction Video |
Read Write Property: Handling of the Video elements.
Read Write Property: Set to true if the character should be saved when call FBApplication.SaveCharacterRigAndAnimation.
Read Write Property: Set to true if the rig (and its children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.
Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.
Read Write Property: Set to true if the current selected objects shouldn't saved when call FBApplication.SaveCharacterRigAndAnimation.
Read Write Property: Set to true if want to pop up dialog for FileName, Format, Embed, Compression, UseTakeName, OneTakePerFile.
Read Write Property: Set to true if want to pop up options dialog for detail settings.
FBPropertyCharacterLoadAnimationMethod TransferMethod |
Read Write Property: How should the animation should be transfered on the target rig.
Read Write Property: Set to true if animation on character extensions should also be transferred.
Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication.SaveCharacterRigAndAnimation.
Read Write Property: Set to true if we should change the limits on the target rig.
Read Write Property: Set to true if we should reset the character hierarchy.
Read Write Property: Set to true if we should remove constraint reference.
Read Write Property: pCopyMissingExtensions Set to true if the character extensions on the rig in the file should be copied to the target rig.
Read Write Property: If the transfer method is retarget, set this parameter to control where the retarget correction will be made (on base layer or on another layer).
Read Write Property: Set to true to ignore conflicts between objects in character extensions and objects in the scene. Conflicting objects will be merged in the extension
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] |