ClipEffect

Object Hierarchy | Related C++ Class: ClipEffect

Inheritance

SIObject

ClipEffect

Introduced

v4.0

Description

The ClipEffect object represents the set of effects associated with a clip. Each ClipEffect object contains one item corresponding to a MappedItem. These ClipEffectItems contain expressions that control the clip without affecting the Source on which the clip was instantiated. For example, you can create a walk cycle with a progressive offset by using an expression similar to this: '(cid * 10) + this'

ClipEffects are available from the Clip object using the Clip.Effect property.

Methods

IsClassOf operator IsEqualTo operator    
       

Properties

Application Categories FullName operator Help
IsActive IsPoseEffectActive Items Name operator
NestedObjects Origin OriginPath Parent
PoseEffect TimeReference Type operator Variables

Examples

1. Python Example

oRoot = Application.ActiveSceneRoot

oCube = oRoot.AddGeometry("Cube", "MeshSurface")	

#Creating the first animation source

oSource = Application.StoreAction(oRoot, "cube.kine.local.posx,cube.kine.local.posy,cube.kine.local.posz", 

	1, "StoredStaticPose", 1, 1, 5, 0, 0)

#Creating the first clip

oClip = Application.AddClip(oRoot, oSource)	

for i in range(oClip.MappedItems.Count):

	oCurrMappedItem = oClip.MappedItems(i)

	oParam = oCurrMappedItem.Destination

	if oParam.FullName == "cube.kine.local.posy":

		Application.SetMappingRule(oClip.FullName + ".ActionClip",oParam,"frame",i+1)

		break

Application.LogMessage("The expression associated with the posy item is " 

	+ oCurrMappedItem.ClipEffectItem.Expression)

2. JScript Example

/*

	This example demonstrates how to get at the ClipEffect objects by creating some 

	sources and clips with clip effects and then finding them again through the mapped 

	items on the clips in the mixer.

*/

NewScene( ActiveProject, false );

// Set up some sources and clips in the scene (see end of example for details)

CreateFCurveAction( ActiveSceneRoot );

// Get all the clips in the mixer and then the sources

var clips = ActiveSceneRoot.Mixer.Clips;

for ( var i=0; i<clips.Count; i++ ) {

	// Look at their mapped items, but avoid the audio clips

	if ( clips(i).Type != siClipAudioType && clips(i).MappedItems ) {

		var clp = clips(i);

		LogMessage( "Found " + clp.MappedItems.Count + " mapped items(s)" );

		for ( var j=0; j<clp.MappedItems.Count; j++ ) {

			var mapping = clp.MappedItems(j);

			if ( mapping.ClipEffectItem.Expression != "" ) {

				LogMessage( "\t...this clip has a clip effect item matching this expression:" );

				LogMessage( "\t\t" + mapping.ClipEffectItem.Expression );

			}

			LogMessage( "\t...destination parameter: " + mapping.Destination );

		}

	}

}

// Expected results:

//INFO : Found 3 mapped items(s)

//INFO : 	...this clip has a clip effect item matching this expression:

//INFO : 		this+5

//INFO : 	...destination parameter: null.kine.local.sclx

//INFO : 	...destination parameter: null.kine.local.scly

//INFO : 	...destination parameter: null.kine.local.sclz

// Convenience function

function CreateFCurveAction( in_model )

{

	var obj = in_model.AddNull();

	// Set FCurves on the null's scaling

	var keys = new Array( 5, 1.2,  20, 1.7,  45, 2.0,  90, 2.5 );

	obj.sclx.AddFCurve2( keys );

	var keyfactor = Math.random() * 10;

	var posfactor = Math.random();

	for ( var i=0; i<keys.length; i=i+2 ) {

		keys[i] = keys[i] + keyfactor;

		keys[i+1] = keys[i+1] * posfactor;

	}

	obj.scly.AddFCurve2( keys );

	var keyfactor = Math.random() * 10;

	var posfactor = Math.random();

	for ( var i=0; i<keys.length; i=i+2 ) {

		keys[i] = keys[i] - keyfactor;

		keys[i+1] = keys[i+1] * posfactor;

	}

	obj.sclz.AddFCurve2( keys );

	// Get list of parameters to mark

	var params = obj.sclx.FullName + ",";

	params += obj.scly.FullName + ",";

	params += obj.sclz.FullName;

	// Make the FCurves into an Action

	var src = StoreAction( in_model, params, 2, "StoredAnimFCrvAction" );

	var clip = AddClip( in_model, src );

	// Add some clip effects to it

	var toclip = clip+".ActionClip";

	var rtn = GetMappingRule( toclip, 0 );

	var from = rtn.Value( "From" );

	SetMappingRule( toclip, from, "this+5", 1 );

}

See Also

ClipEffectItem Clip.Effect GetMappingRule SetMappingRule