ClipEffect

Object Hierarchy | Related C++ Class: ClipEffect

Inheritance

SIObject
   ClipEffect

Introduced

4.0

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

IsEqualTo

Properties

Application

Categories

FullName

Help

IsActive

IsPoseEffectActive

Items

Name

NestedObjects

Origin

OriginPath

Parent

PoseEffect

TimeReference

Type

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



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