FBCharacter Class Reference

#include <mobu-python-api.h>

Class Description

A character is the link between a motion source and a character model.

These classes are under development and may change dramatically between versions. This class exposes part of the functionality associated with a Character. A character can possess a number of potential sources at the same time, such as an actor and another character, but with only one active at any given time. Before setting the InputType to the desired value, one must make sure to have previously set either the InputCharacter or the InputActor. To obtain the list of characters present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of characters in the property Characters.

FBSystem lSystem;
FBScene* lScene = lSystem.Scene;
for( int lIdx = 0; lIdx < lScene->Characters.GetCount(); ++lIdx )
{
FBTrace( "Character[%d]: '%s'\n", lIdx, (char*)lScene->Characters[lIdx] );
}

The current character selected in the Character tool can be obtained via the FBApplication object.

FBApplication lApplication;
FBCharacter* lCharacter = lApplication.CurrentCharacter;
if( lCharacter )
{
FBTrace( "Current character is: '%s'\n", (char*)lCharacter->Name );
}
else
{
FBTrace( "No character currently selected\n" );
}
+ Inheritance diagram for FBCharacter:

Public Member Functions

 __reduce__ ()
 
 __init__ (object arg1, str arg2)
 Constructor. More...
 
 AddCharacterExtension (FBCharacter arg1, FBCharacterExtension arg2)
 AddCharacterExtension. More...
 
 CopyAnimation (FBCharacter arg1)
 Copy the animation from the input character to us. More...
 
 FBDelete (FBCharacter arg1)
 Actual Character destructor. More...
 
object Clone (FBCharacter arg1)
 Clone the character. More...
 
object GetCtrlRigModel (FBCharacter arg1, FBBodyNodeId arg2)
 Get the model associated with each body part in the Control Rig of the character. More...
 
object GetEffectorModel (FBCharacter arg1, FBEffectorId arg2, FBEffectorSetID arg3)
 Get the model associated with each effector in the Control Rig of the character. More...
 
FBBodyNodeId GetIndexByModel (FBCharacter arg1, FBModelSkeleton arg2)
 Get the index associated with Given Model. More...
 
object GetModel (FBCharacter arg1, FBBodyNodeId arg2)
 Get the model associated with each body part of the character. More...
 
object GetGoalModel (FBCharacter arg1, FBBodyNodeId arg2)
 Get the goal model associated with each body part in the Character Marker Set of the character. More...
 
 GetSkinModelList (FBCharacter arg1, FBModelList arg2)
 Get the skin model associated with character bones. More...
 
 GoToStancePose (FBCharacter arg1, object arg2, object arg3)
 Set the character in stance pose. More...
 
bool PlotAnimation (FBCharacter arg1, FBCharacterPlotWhere arg2, FBPlotOptions arg3)
 Plot the animation of the character. More...
 
bool ReadyForRetarget (FBCharacter arg1)
 Test if character is ready for the Retarget operation (basically, is it in character input ?). More...
 
 RemoveCharacterExtension (FBCharacter arg1, FBCharacterExtension arg2)
 Get the model associated with each body part of the character. More...
 
 ResetProperties (FBCharacter arg1, FBCharacterResetProperties arg2)
 Reset the properties of the character. More...
 
 Retarget (FBCharacter arg1, object arg2)
 Retarget the animation from the input character to us. More...
 
 SelectModels (FBCharacter arg1, object arg2, object arg3, object arg4, object arg5)
 Select the objects that make a character. More...
 
bool SetCharacterizeOn (FBCharacter arg1, object arg2)
 Set the Characterize flag on. More...
 
 SetCharacterizeOff (FBCharacter arg1)
 Set Characterize flag off. More...
 
bool GetCharacterize (FBCharacter arg1)
 Get Characterize flag. More...
 
str GetCharacterizeError (FBCharacter arg1)
 Get error message for the previous SetCharacterizeOn operation. More...
 
bool CreateControlRig (FBCharacter arg1, object arg2)
 Create the Control-Rig. More...
 
 ConnectControlRig (FBCharacter arg1, FBControlSet arg2, object arg3, object arg4)
 Connect a Control-Rig to the character. More...
 
 DisconnectControlRig (FBCharacter arg1)
 Disconnect the Control-Rig from the character. More...
 
bool CreateAuxiliary (FBCharacter arg1, FBEffectorId arg2, object arg3, object arg4, object arg5)
 Create auxiliary on effector. More...
 
bool CreateCharacterMarkerSet (FBCharacter arg1, object arg2)
 Create the Character Marker Set. More...
 
 GetParentROffset (FBCharacter arg1, FBBodyNodeId arg2, FBVector3d arg3)
 
list GetActiveBodyPart (FBCharacter arg1)
 Get the active body part array. More...
 
bool IsRotationPin (FBCharacter arg1, FBEffectorId arg2)
 Return true if the object is Pinned in Rotation (Manipulation). More...
 
bool IsTranslationPin (FBCharacter arg1, FBEffectorId arg2)
 Return true if the object is Pinned in Translation (Manipulation). More...
 
object GetExternalSolver (FBCharacter arg1)
 Get a pointer to the external solver of a character, or NULL is no external solver is used on the character. More...
 
 SetExternalSolverWithIndex (FBCharacter arg1, object arg2)
 
 SetExternalSolver (FBCharacter arg1, FBCharacterSolver arg2)
 
object GetCurrentControlSet (FBCharacter arg1)
 Obtain Input ControlSet. More...
 
object GetCharacterMarkerSet (FBCharacter arg1, object arg2)
 Obtain Input CharacterMarkerSet. More...
 
 GetTOffset (FBCharacter arg1, FBBodyNodeId arg2, FBVector4d arg3)
 
 GetROffset (FBCharacter arg1, FBBodyNodeId arg2, FBVector3d arg3)
 
 GetSOffset (FBCharacter arg1, FBBodyNodeId arg2, FBVector3d arg3)
 
 GetTransformOffset (FBCharacter arg1, FBBodyNodeId arg2, FBMatrix arg3)
 
bool IsParentNodeOffset (FBCharacter arg1, FBBodyNodeId arg2)
 Check if there is an offset on Parent. More...
 
object GetFloorContactModel (FBCharacter arg1, FBFloorContactID arg2)
 Get the model associated with the floor contact ID. More...
 
 CycleAnalysisCurrentCharacter (FBCharacter arg1)
 Run Cycle Analysis on current character. More...
 
object GetCycleAnalysisNode (FBCharacter arg1)
 Get the Cycle Analysis Node from the current character. More...
 
FBVisibilityState GetIKVisibility (FBCharacter arg1)
 Get the IK visibility state. More...
 
bool SetIKVisibility (FBCharacter arg1, object arg2)
 Set the IK visibility state. More...
 
FBVisibilityState GetFKVisibility (FBCharacter arg1)
 Get the FK visibility state. More...
 
bool SetFKVisibility (FBCharacter arg1, object arg2)
 Set the FK visibility state. More...
 
FBVisibilityState GetSkeletonVisibility (FBCharacter arg1)
 Get the skeleton visibility state. More...
 
bool SetSkeletonVisibility (FBCharacter arg1, object arg2)
 Set the skeleton visibility state. More...
 
- Public Member Functions inherited from FBConstraint
 __reduce__ ()
 
object AnimationNodeInCreate (FBConstraint arg1, object arg2, FBModel arg3, str arg4)
 
object __copy__ (FBConstraint arg1)
 
object AnimationNodeOutCreate (FBConstraint arg1, object arg2, FBModel arg3, str arg4)
 Animation Node Creations (IN/OUT). More...
 
object Clone (FBConstraint arg1)
 Clone the constraint. More...
 
bool DeformerBind (FBConstraint arg1, FBModel arg2)
 Bind/Unbind pModel to deformation constraint. More...
 
bool DeformerUnBind (FBConstraint arg1, FBModel arg2)
 
bool Disable (FBConstraint arg1, FBModel arg2)
 Disable constraint on pModel. More...
 
 FreezeSRT (FBConstraint arg1, FBModel arg2, object arg3, object arg4, object arg5)
 Freeze current model state. More...
 
 FreezeSuggested (FBConstraint arg1)
 Suggest 'freeze'. More...
 
bool ReferenceAdd (FBConstraint arg1, object arg2, FBModel arg3)
 Add a reference to a specified group. More...
 
object ReferenceGet (FBConstraint arg1, object arg2, object arg3)
 Get a reference. More...
 
int ReferenceGetCount (FBConstraint arg1, object arg2)
 Get number of references in a specified group. More...
 
int ReferenceGroupAdd (FBConstraint arg1, str arg2, object arg3)
 Add a group of references. More...
 
int ReferenceGroupGetCount (FBConstraint arg1)
 Return the number of reference groups. More...
 
int ReferenceGroupGetMaxCount (FBConstraint arg1, object arg2)
 Get the maximum number of items that can exist in the reference group in question. More...
 
str ReferenceGroupGetName (FBConstraint arg1, object arg2)
 Get the name of the reference group. More...
 
bool ReferenceRemove (FBConstraint arg1, object arg2, FBModel arg3)
 Remove a reference to pModel from the group at pGroupIndex. More...
 
 RemoveAllAnimationNodes (FBConstraint arg1)
 Remove animation nodes. More...
 
 RestoreModelState (FBConstraint arg1, FBModel arg2)
 Restore the saved model state onto pModel. More...
 
 SaveModelState (FBConstraint arg1, FBModel arg2, object arg3, object arg4, object arg5)
 Save current state of pModel. More...
 
 SetupAllAnimationNodes (FBConstraint arg1)
 Setup animation nodes. More...
 
 Snap (FBConstraint arg1)
 Function Property: Snap constraint. More...
 
 SnapSuggested (FBConstraint arg1)
 Suggest 'snap'. More...
 
 __init__ (...)
 Constructor. More...
 
- Public Member Functions inherited from FBBox
 __reduce__ ()
 
bool AnimationNodeDestroy (FBBox arg1, FBAnimationNode arg2)
 Destroy an animation node. More...
 
 __init__ (object arg1, str arg2)
 Constructor. More...
 
object AnimationNodeInGet (FBBox arg1)
 Get the (IN/OUT) animation node for this box. More...
 
bool AnimationNodeIsUserData (FBBox arg1, FBAnimationNode arg2)
 Is the animation node user data? More...
 
object AnimationNodeOutGet (FBBox arg1)
 
int GetOutConnectorCount (FBBox arg1)
 Get the number of animation node outputs for this box. More...
 
int GetInConnectorCount (FBBox arg1)
 Get the number of animation node inputs for this box. More...
 
object GetOutConnector (FBBox arg1, object arg2)
 Get the animation node output associated with the given index. More...
 
object GetInConnector (FBBox arg1, object arg2)
 Get the animation node input associated with the given index. More...
 
- Public Member Functions inherited from FBComponent
 __reduce__ ()
 
FBPropertyList PropertyGetModifiedList (FBComponent arg1, FBPlugModificationFlag arg2)
 Get list of properties which have been modified since last loading. More...
 
str ClassName (FBComponent arg1)
 Get the class name. More...
 
 DisableObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Disable a specific Object Flags. More...
 
 EnableObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Enable a specific Object Flags. More...
 
bool FBCreate (FBComponent arg1)
 Open Reality Creation function. More...
 
 FBDelete (FBComponent arg1)
 Open Reality deletion function. More...
 
 FBDestroy (FBComponent arg1)
 Open Reality destruction function. More...
 
FBObjectFlag GetObjectFlags (FBComponent arg1)
 Get all Object Flags (concatenated). More...
 
bool GetObjectStatus (FBComponent arg1, FBObjectStatus arg2)
 Check to see if an object status is enabled. More...
 
bool HasObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Check whether a specific object flag is enabled. More...
 
bool Is (FBComponent arg1, object arg2)
 Returns true if object is of type TypeId. More...
 
bool ProcessNamespaceHierarchy (FBComponent arg1, FBNamespaceAction arg2, str arg3, str arg4, object arg5)
 ProcessNamespaceHierarchy. More...
 
bool ProcessObjectNamespace (FBComponent arg1, FBNamespaceAction arg2, str arg3, str arg4, object arg5)
 ProcessObjectNamespace. More...
 
int PropertyAdd (FBComponent arg1, FBProperty arg2)
 Add a property to the component's property manager. More...
 
bool PropertyAddReferenceProperty (FBComponent arg1, FBProperty arg2)
 Add a reference property to the component's property manager. More...
 
object PropertyCreate (FBComponent arg1, str arg2, FBPropertyType arg3, str arg4, object arg5, object arg6, FBProperty arg7)
 Create user or dynamic property. More...
 
 PropertyRemove (FBComponent arg1, FBProperty arg2)
 Remove a Property from the component's Property manager. More...
 
 SetObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 SetObjectFlags. More...
 
 SetObjectStatus (FBComponent arg1, FBObjectStatus arg2, object arg3)
 Enable/Disable a specific Object Status. More...
 
 HardSelect (FBComponent arg1)
 HardSelect. More...
 
object GetOwnerFileReference (FBComponent arg1)
 Get the owner FileReference object. More...
 
 __init__ (...)
 Constructor. More...
 
- Public Member Functions inherited from FBPlug
 __reduce__ ()
 
bool BeginChange (FBPlug arg1)
 Begins a change on multiple plugs. More...
 
str ClassName (FBPlug arg1)
 internal System vars. More...
 
bool ConnectDst (FBPlug arg1, FBPlug arg2, FBConnectionType arg3)
 Add a destination connection. More...
 
bool ConnectDstAt (FBPlug arg1, object arg2, FBPlug arg3, FBConnectionType arg4)
 Add a destination connection. More...
 
bool ConnectSrc (FBPlug arg1, FBPlug arg2, FBConnectionType arg3)
 Add a source connection. More...
 
bool ConnectSrcAt (FBPlug arg1, object arg2, FBPlug arg3, FBConnectionType arg4)
 Add a source connection. More...
 
 DisconnectAllDst (FBPlug arg1)
 Remove all destination connections. More...
 
 DisconnectAllSrc (FBPlug arg1)
 Remove all source connections. More...
 
bool DisconnectDst (FBPlug arg1, FBPlug arg2)
 Remove a destination connection. More...
 
bool DisconnectDstAt (FBPlug arg1, object arg2)
 Remove a destination connection at a specified index. More...
 
bool DisconnectSrc (FBPlug arg1, FBPlug arg2)
 Remove a source connection. More...
 
bool DisconnectSrcAt (FBPlug arg1, object arg2)
 Remove a source connection at a specified index. More...
 
 EndChange (FBPlug arg1)
 Ends a change on multiple plugs. More...
 
object GetDst (FBPlug arg1, object arg2)
 Get a destination connection's plug at specified index. More...
 
int GetDstCount (FBPlug arg1)
 Get destination connection count. More...
 
FBConnectionType GetDstType (FBPlug arg1, object arg2)
 Get a destination connection's type at specified index. More...
 
object GetOwned (FBPlug arg1, object arg2)
 Get the owned plug at specified index. More...
 
int GetOwnedCount (FBPlug arg1)
 Get the owned plug count. More...
 
object GetOwner (FBPlug arg1)
 Get the owner of this plug. More...
 
object GetSrc (FBPlug arg1, object arg2)
 Get a source connection's plug at specified index. More...
 
int GetSrcCount (FBPlug arg1)
 Get source connection count. More...
 
FBConnectionType GetSrcType (FBPlug arg1, object arg2)
 Get a source connection's type at specified index. More...
 
bool Is (FBPlug arg1, object arg2)
 Is( int pTypeId ) More...
 
bool IsSDKComponent (FBPlug arg1)
 Return whether or not item is an SDK component. More...
 
 MoveSrcAt (...)
 
bool ReplaceDstAt (FBPlug arg1, object arg2, FBPlug arg3)
 Replace a destination connection at a specified index. More...
 
bool ReplaceSrcAt (FBPlug arg1, object arg2, FBPlug arg3)
 Replace a source connection at a specified index. More...
 
bool SwapSrc (FBPlug arg1, object arg2, object arg3)
 Swap source connection at index A with source connection at index B. More...
 
 SetSelfModified (FBPlug arg1, FBPlugModificationFlag arg2, object arg3)
 Set the plug's self modification flag. More...
 
bool GetSelfModified (FBPlug arg1, FBPlugModificationFlag arg2)
 Tell if the plug's self has changed. More...
 
 SetContentModified (FBPlug arg1, FBPlugModificationFlag arg2, object arg3)
 Set the plug's owned property/object's modification flag. More...
 
bool GetContentModified (FBPlug arg1, FBPlugModificationFlag arg2)
 Tell if the plug's content has changed. More...
 
int GetPlugConnectionModifiedList (FBPlug arg1, FBPlugList arg2, FBPlugModificationFlag arg3, object arg4)
 Get plug's modified src/dst property/object connection added/removed List. More...
 
bool RevertModification (FBPlug arg1, FBPlugModificationFlag arg2)
 Revert the plug's modification to original status. More...
 
 __init__ (...)
 
method staticmethod (function)
 
- Public Member Functions inherited from FBPythonWrapper
 __reduce__ ()
 
 __init__ (...)
 

Public Attributes

ORSDK2018::FBPropertyListCharacterExtension CharacterExtensions
 List: Character Extensions in the character. More...
 
FBPropertyActor InputActor
 Read Write Property: The index of the actor used for the input. More...
 
FBPropertyCharacter InputCharacter
 Read Write Property: The index of the character used for the input. More...
 
FBPropertyBool ActiveInput
 Read Write Property: Is the character input active? More...
 
FBPropertyCharacterInputType InputType
 Read Write Property: The input type for the character (ex: Actor). More...
 
FBPropertyCharacterKeyingMode KeyingMode
 Read Write Property: The current keying mode. More...
 
FBPropertyCharacterRollSolver RollSolver
 Read Write Property: Roll Solver selection. More...
 
FBPropertyCharacterContactBehaviour ContactBehaviour
 Read Write Property: Contact Behavior selection. More...
 
FBPropertyBool MirrorMode
 Read Write Property: is in mirror mode. More...
 
FBPropertyAnimatableDouble ShoulderCorrection
 Read Write Property: shoulder correction values. More...
 
FBPropertyBool LeftKneeKillPitch
 Read Write Property: is Pitch used for Left knee. More...
 
FBPropertyBool RightKneeKillPitch
 Read Write Property: is Pitch used for Right knee. More...
 
FBPropertyBool LeftElbowKillPitch
 Read Write Property: is Pitch used for Left elbow. More...
 
FBPropertyBool RightElbowKillPitch
 Read Write Property: is Pitch used for Right elbow. More...
 
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
 Read Write Property: Hips Translation Mode. More...
 
FBPropertyBool WriteReference
 Read Write Property: are we writing back on reference. More...
 
FBPropertyBool SyncMode
 Read Write Property: is character in sync mode. More...
 
FBPropertyBool InverseLeftKnee
 Read Write Property: Is left knee inverted. More...
 
FBPropertyBool InverseRightKnee
 Read Write Property: Is right knee inverted. More...
 
FBPropertyBool InverseLeftElbow
 Read Write Property: Is left elbow inverted. More...
 
FBPropertyBool InverseRightElbow
 Read Write Property: Is right elbow inverted. More...
 
FBPropertyBool LockX
 Read Write Property: Lock character skeleton in place on X axis. More...
 
FBPropertyBool LockY
 Read Write Property: Lock character skeleton in place on Y axis. More...
 
FBPropertyBool LockZ
 Read Write Property: Lock character skeleton in place on Z axis. More...
 
object LeftHandIndexIndex
 
object LeftHandIndexMiddle
 
object LeftHandIndexRing
 
object LeftHandIndexPinky
 
object LeftHandMiddleIndex
 
object LeftHandMiddleMiddle
 
object LeftHandMiddleRing
 
object LeftHandMiddlePinky
 
object LeftHandRingIndex
 
object LeftHandRingMiddle
 
object LeftHandRingRing
 
object LeftHandRingPinky
 
object LeftHandPinkyIndex
 
object LeftHandPinkyMiddle
 
object LeftHandPinkyRing
 
object LeftHandPinkyPinky
 
object RightHandIndexIndex
 
object RightHandIndexMiddle
 
object RightHandIndexRing
 
object RightHandIndexPinky
 
object RightHandMiddleIndex
 
object RightHandMiddleMiddle
 
object RightHandMiddleRing
 
object RightHandMiddlePinky
 
object RightHandRingIndex
 
object RightHandRingMiddle
 
object RightHandRingRing
 
object RightHandRingPinky
 
object RightHandPinkyIndex
 
object RightHandPinkyMiddle
 
object RightHandPinkyRing
 
object RightHandPinkyPinky
 
object FKFingerMultiplier
 
object FKFingerTipMultiplier
 
object FKThumbTipMultiplier
 
object HumanFingerLimits
 
- Public Attributes inherited from FBConstraint
FBPropertyBool Active
 Read Write Property: Active state. More...
 
FBPropertyBool Deformer
 Read Write Property: Is a deformer constraint? More...
 
ORSDK2018::FBPropertyString Description
 Read Write Property: Long description of constraint. More...
 
FBPropertyBool HasLayout
 Read Write Property: Does the constraint have a layout? More...
 
FBPropertyBool Lock
 Read Write Property: Lock state. More...
 
FBPropertyAnimatableDouble Weight
 Read Write Property: Weight of constraint. More...
 
- Public Attributes inherited from FBBox
FBPropertyBool Animatable
 Read Write Property: Is the box animatable. More...
 
FBPropertyBool Live
 Read Write Property: Is live? More...
 
FBPropertyBool RecordMode
 Read Write Property: Is recording? More...
 
const char * UniqueName
 internal Unique name. More...
 
- Public Attributes inherited from FBComponent
object OwnerNamespace
 
ORSDK2018::FBPropertyListComponent Components
 List: List of components. More...
 
ORSDK2018::FBPropertyString Name
 Read Write Property: Unique name of object. More...
 
ORSDK2018::FBPropertyString LongName
 Read Write Property: Name and namespace for object. More...
 
object FullName
 
ORSDK2018::FBPropertyListComponent Parents
 List: Parents. More...
 
ORSDK2018::FBPropertyManager PropertyList
 Read Only Property: Manages all of the properties for the component. More...
 
FBPropertyBool Selected
 Read Write Property: Selected property. More...
 
- Public Attributes inherited from FBPythonWrapper
object OnUnbind
 

Member Function Documentation

__init__ ( object  arg1,
str  arg2 
)

Constructor.

Python Docstring:

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

C++ Signature:

 FBCharacter(const char * pName, HIObject pObject = ((void *) 0)) 
Parameters
pNameName of new character.
pObjectFor internal use only. This parameter does not need to be specified by the developer.
__reduce__ ( )
AddCharacterExtension ( FBCharacter  arg1,
FBCharacterExtension  arg2 
)

AddCharacterExtension.

Python Docstring:

AddCharacterExtension( (FBCharacter)arg1, (FBCharacterExtension)arg2) -> None 

C++ Signature:

void AddCharacterExtension(ORSDK2018::FBCharacterExtension * pExt) 
Parameters
pExtextension to be added to the character.
object Clone ( FBCharacter  arg1)

Clone the character.

Python Docstring:

Clone( (FBCharacter)arg1) -> object 

C++ Signature:

ORSDK2018::FBCharacter * Clone() 
ConnectControlRig ( FBCharacter  arg1,
FBControlSet  arg2,
object  arg3,
object  arg4 
)

Connect a Control-Rig to the character.

Python Docstring:

ConnectControlRig( (FBCharacter)arg1, (FBControlSet)arg2, (object)arg3, (object)arg4) -> None 

C++ Signature:

void ConnectControlRig(ORSDK2018::FBControlSet * pControlSet, bool pUpdateLimit, bool pResetHierarchy) 
Parameters
pControlSetThe control set to connect. NULL will disconnect the Control-Rig from the character.
pUpdateLimitWhether to update the models' limit for a character. E.g. the Pre rotation and post rotation.
pResetHierarchyWhether to reset hierarchy for a character.
CopyAnimation ( FBCharacter  arg1)

Copy the animation from the input character to us.

Python Docstring:

CopyAnimation( (FBCharacter)arg1) -> None 

C++ Signature:

void CopyAnimation() 
bool CreateAuxiliary ( FBCharacter  arg1,
FBEffectorId  arg2,
object  arg3,
object  arg4,
object  arg5 
)

Create auxiliary on effector.

Python Docstring:

CreateAuxiliary( (FBCharacter)arg1, (FBEffectorId)arg2, (object)arg3 [, (object)arg4 [, (object)arg5]]) -> bool 

C++ Signature:

bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT = 100, double pAuxReachR = 100) 
Parameters
pEffectorIdThe effector ID.
pPivotCreate effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set).
pAuxReachTDefault auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013).
pAuxReachRDefault auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013).
Returns
True if auxiliary was created (can fail if FBLastEffectorSetIndex limit reached).
bool CreateCharacterMarkerSet ( FBCharacter  arg1,
object  arg2 
)

Create the Character Marker Set.

Python Docstring:

CreateCharacterMarkerSet( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool CreateCharacterMarkerSet(bool pSetActive) 
Parameters
pSetActiveTrue when new input should be set and active.
Returns
True when marker got created and connected to character.
bool CreateControlRig ( FBCharacter  arg1,
object  arg2 
)

Create the Control-Rig.

Python Docstring:

CreateControlRig( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool CreateControlRig(bool pSetFKIK) 
Parameters
pSetFKIKtrue to use FK/IK or false to use IK only.
Returns
current state of the flag after the operation (true if it did succeed).
CycleAnalysisCurrentCharacter ( FBCharacter  arg1)

Run Cycle Analysis on current character.

Python Docstring:

CycleAnalysisCurrentCharacter( (FBCharacter)arg1) -> None 

C++ Signature:

void CycleAnalysisCurrentCharacter() 
Parameters
HICharactercurrent character.
DisconnectControlRig ( FBCharacter  arg1)

Disconnect the Control-Rig from the character.

Python Docstring:

DisconnectControlRig( (FBCharacter)arg1) -> None 

C++ Signature:

void DisconnectControlRig() 
FBDelete ( FBCharacter  arg1)

Actual Character destructor.

Python Docstring:

FBDelete( (FBCharacter)arg1) -> None 

C++ Signature:

void FBDelete() 

This method is used to delete the actual character object represented by an instance of FBCharacter.

list GetActiveBodyPart ( FBCharacter  arg1)

Get the active body part array.

Python Docstring:

GetActiveBodyPart( (FBCharacter)arg1) -> list 

C++ Signature:

void GetActiveBodyPart(bool * pActivePart) 
Parameters
pActivePartA pointer to an array of bool. On return, the index with a "true" value are active part.
bool GetCharacterize ( FBCharacter  arg1)

Get Characterize flag.

Python Docstring:

GetCharacterize( (FBCharacter)arg1) -> bool 

C++ Signature:

bool GetCharacterize() 
Returns
Current state of the Characterize flag.
str GetCharacterizeError ( FBCharacter  arg1)

Get error message for the previous SetCharacterizeOn operation.

Python Docstring:

GetCharacterizeError( (FBCharacter)arg1) -> str 

C++ Signature:

const char * GetCharacterizeError() 
Returns
The string containing all errors and warnings.
object GetCharacterMarkerSet ( FBCharacter  arg1,
object  arg2 
)

Obtain Input CharacterMarkerSet.

Python Docstring:

GetCharacterMarkerSet( (FBCharacter)arg1, (object)arg2) -> object 

C++ Signature:

ORSDK2018::FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce = false) 
Parameters
pForceIf True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input.
Returns
Return current Active CharacterMarkerSet, NULL if none.
object GetCtrlRigModel ( FBCharacter  arg1,
FBBodyNodeId  arg2 
)

Get the model associated with each body part in the Control Rig of the character.

Python Docstring:

GetCtrlRigModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object 

C++ Signature:

ORSDK2018::FBModel * GetCtrlRigModel(FBBodyNodeId pBodyNodeId) 
Returns
The model in the Control Rig corresponding to the specified body part.
object GetCurrentControlSet ( FBCharacter  arg1)

Obtain Input ControlSet.

Python Docstring:

GetCurrentControlSet( (FBCharacter)arg1) -> object 

C++ Signature:

ORSDK2018::FBControlSet * GetCurrentControlSet(bool pForce = false) 
Parameters
pForceIf True, will return the current ControlSet even if the character is not in ControlSet Input.
Returns
Return current Active ControlSet, NULL if none.
object GetCycleAnalysisNode ( FBCharacter  arg1)

Get the Cycle Analysis Node from the current character.

Python Docstring:

GetCycleAnalysisNode( (FBCharacter)arg1) -> object 

C++ Signature:

ORSDK2018::FBCycleAnalysisNode * GetCycleAnalysisNode() 
Returns
Cycle Analysis Node linked to the current character, or create a new node
object GetEffectorModel ( FBCharacter  arg1,
FBEffectorId  arg2,
FBEffectorSetID  arg3 
)

Get the model associated with each effector in the Control Rig of the character.

Python Docstring:

GetEffectorModel( (FBCharacter)arg1, (FBEffectorId)arg2 [, (FBEffectorSetID)arg3]) -> object 

C++ Signature:

ORSDK2018::FBModel * GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID = FBEffectorSetDefault) 
Parameters
pEffectorIdThe effector ID.
pEffectorSetIDId of the ControlSet to obtain, if not specified the current one is taken.
Returns
The model in the Control Rig corresponding to the specified Effector.
object GetExternalSolver ( FBCharacter  arg1)

Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.

Python Docstring:

GetExternalSolver( (FBCharacter)arg1) -> object 

C++ Signature:

ORSDK2018::FBCharacterSolver * GetExternalSolver() 
Returns
The pointer of the current External Solver, NULL if it's the internal solver.
FBVisibilityState GetFKVisibility ( FBCharacter  arg1)

Get the FK visibility state.

Python Docstring:

GetFKVisibility( (FBCharacter)arg1) -> FBVisibilityState 

C++ Signature:

FBVisibilityState GetFKVisibility() 
Returns
The FK visibility state.
object GetFloorContactModel ( FBCharacter  arg1,
FBFloorContactID  arg2 
)

Get the model associated with the floor contact ID.

Python Docstring:

GetFloorContactModel( (FBCharacter)arg1, (FBFloorContactID)arg2) -> object 

C++ Signature:

ORSDK2018::FBModel * GetFloorContactModel(FBFloorContactID pMemberIndex) 
Parameters
pMemberIndexId of the floor contact
Returns
The model associated with the floor contact ID
object GetGoalModel ( FBCharacter  arg1,
FBBodyNodeId  arg2 
)

Get the goal model associated with each body part in the Character Marker Set of the character.

Python Docstring:

GetGoalModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object 

C++ Signature:

ORSDK2018::FBModel * GetGoalModel(FBBodyNodeId pBodyNodeId) 
Returns
The model in the Character Marker Set corresponding to the specified body part.
FBVisibilityState GetIKVisibility ( FBCharacter  arg1)

Get the IK visibility state.

Python Docstring:

GetIKVisibility( (FBCharacter)arg1) -> FBVisibilityState 

C++ Signature:

FBVisibilityState GetIKVisibility() 
Returns
The IK visibility state.
FBBodyNodeId GetIndexByModel ( FBCharacter  arg1,
FBModelSkeleton  arg2 
)

Get the index associated with Given Model.

Python Docstring:

GetIndexByModel( (FBCharacter)arg1, (FBModelSkeleton)arg2) -> FBBodyNodeId 

C++ Signature:

FBBodyNodeId GetIndexByModel(ORSDK2018::FBModel * pModel) 
Returns
The model linked to the specified body part.
object GetModel ( FBCharacter  arg1,
FBBodyNodeId  arg2 
)

Get the model associated with each body part of the character.

Python Docstring:

GetModel( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> object 

C++ Signature:

ORSDK2018::FBModel * GetModel(FBBodyNodeId pBodyNodeId) 
Returns
The model linked to the specified body part.
GetParentROffset ( FBCharacter  arg1,
FBBodyNodeId  arg2,
FBVector3d  arg3 
)

Python Docstring:

GetParentROffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void GetParentROffset(FBBodyNodeId pBodyNodeId, FBRVector * pRVector) 
GetROffset ( FBCharacter  arg1,
FBBodyNodeId  arg2,
FBVector3d  arg3 
)

Python Docstring:

GetROffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void GetROffset(FBBodyNodeId pBodyNodeId, FBRVector * pRVector) 
FBVisibilityState GetSkeletonVisibility ( FBCharacter  arg1)

Get the skeleton visibility state.

Python Docstring:

GetSkeletonVisibility( (FBCharacter)arg1) -> FBVisibilityState 

C++ Signature:

FBVisibilityState GetSkeletonVisibility() 
Returns
The skeleton visibility state.
GetSkinModelList ( FBCharacter  arg1,
FBModelList  arg2 
)

Get the skin model associated with character bones.

Python Docstring:

GetSkinModelList( (FBCharacter)arg1, (FBModelList)arg2) -> None 

C++ Signature:

void GetSkinModelList(FBModelList & pSkinModelList) 

Could be deformable model connected to bone via cluster, or non deformable model parented directly under the bones.

Parameters
pSkinModelListList to be filled up. (will not be cleared)
GetSOffset ( FBCharacter  arg1,
FBBodyNodeId  arg2,
FBVector3d  arg3 
)

Python Docstring:

GetSOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector3d)arg3) -> None 

C++ Signature:

void GetSOffset(FBBodyNodeId pBodyNodeId, ORSDK2018::FBSVector * pSVector) 
GetTOffset ( FBCharacter  arg1,
FBBodyNodeId  arg2,
FBVector4d  arg3 
)

Python Docstring:

GetTOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBVector4d)arg3) -> None 

C++ Signature:

void GetTOffset(FBBodyNodeId pBodyNodeId, FBTVector * pTVector) 
GetTransformOffset ( FBCharacter  arg1,
FBBodyNodeId  arg2,
FBMatrix  arg3 
)

Python Docstring:

GetTransformOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2, (FBMatrix)arg3) -> None 

C++ Signature:

void GetTransformOffset(FBBodyNodeId pBodyNodeId, ORSDK2018::FBMatrix * pOffsetMatrix) 
GoToStancePose ( FBCharacter  arg1,
object  arg2,
object  arg3 
)

Set the character in stance pose.

Python Docstring:

GoToStancePose( (FBCharacter)arg1 [, (object)arg2 [, (object)arg3]]) -> None 

C++ Signature:

void GoToStancePose(bool pPushUndo = false, bool pIncludeCharacterExtensions = true) 
Parameters
pPushUndoShould we push an undo transaction on the undo stack? Don't push undo in non UI thread.
pIncludeCharacterExtensionsShould the character extensions go to stance pose too?
bool IsParentNodeOffset ( FBCharacter  arg1,
FBBodyNodeId  arg2 
)

Check if there is an offset on Parent.

Python Docstring:

IsParentNodeOffset( (FBCharacter)arg1, (FBBodyNodeId)arg2) -> bool 

C++ Signature:

bool IsParentNodeOffset(FBBodyNodeId pNodeId) 
Parameters
pNodeIdNode Id to Check.
Returns
True if there is an offset on Parent.
bool IsRotationPin ( FBCharacter  arg1,
FBEffectorId  arg2 
)

Return true if the object is Pinned in Rotation (Manipulation).

Python Docstring:

IsRotationPin( (FBCharacter)arg1, (FBEffectorId)arg2) -> bool 

C++ Signature:

bool IsRotationPin(FBEffectorId pEffectorIndex) 
Parameters
pEffectorIndexGiven Index to obtain Model
Returns
True if the effector is pinned in Rotation
bool IsTranslationPin ( FBCharacter  arg1,
FBEffectorId  arg2 
)

Return true if the object is Pinned in Translation (Manipulation).

Python Docstring:

IsTranslationPin( (FBCharacter)arg1, (FBEffectorId)arg2) -> bool 

C++ Signature:

bool IsTranslationPin(FBEffectorId pEffectorIndex) 
Parameters
pEffectorIndexGiven Index to obtain Model
Returns
True if the effector is pinned in Translation
bool PlotAnimation ( FBCharacter  arg1,
FBCharacterPlotWhere  arg2,
FBPlotOptions  arg3 
)

Plot the animation of the character.

Python Docstring:

PlotAnimation( (FBCharacter)arg1, (FBCharacterPlotWhere)arg2, (FBPlotOptions)arg3) -> bool 

C++ Signature:

bool PlotAnimation(FBCharacterPlotWhere pPlotWhere, ORSDK2018::FBPlotOptions * pPlotOptions) 
Parameters
pPlotWhereWhere to plot a character, control rig or Skeleton
pPlotOptionsOption parameters for plotting
Returns
True if the operation completed successfully.
bool ReadyForRetarget ( FBCharacter  arg1)

Test if character is ready for the Retarget operation (basically, is it in character input ?).

Python Docstring:

ReadyForRetarget( (FBCharacter)arg1) -> bool 

C++ Signature:

bool ReadyForRetarget() 
Returns
True if the character is ready.
RemoveCharacterExtension ( FBCharacter  arg1,
FBCharacterExtension  arg2 
)

Get the model associated with each body part of the character.

Python Docstring:

RemoveCharacterExtension( (FBCharacter)arg1, (FBCharacterExtension)arg2) -> None 

C++ Signature:

void RemoveCharacterExtension(ORSDK2018::FBCharacterExtension * pExt) 
Parameters
pExtextension to be removed to the character.
ResetProperties ( FBCharacter  arg1,
FBCharacterResetProperties  arg2 
)

Reset the properties of the character.

Python Docstring:

ResetProperties( (FBCharacter)arg1, (FBCharacterResetProperties)arg2) -> None 

C++ Signature:

void ResetProperties(FBCharacterResetProperties pType) 
Parameters
pTypeSpeficy which properties will be reset.
Retarget ( FBCharacter  arg1,
object  arg2 
)

Retarget the animation from the input character to us.

Python Docstring:

Retarget( (FBCharacter)arg1, (object)arg2) -> None 

C++ Signature:

void Retarget(bool pOnBaseLayer) 
Parameters
pOnBaseLayerif true, keys corrections will be made on base layer; else they will be made on another layer.
SelectModels ( FBCharacter  arg1,
object  arg2,
object  arg3,
object  arg4,
object  arg5 
)

Select the objects that make a character.

Python Docstring:

SelectModels( (FBCharacter)arg1, (object)arg2, (object)arg3, (object)arg4, (object)arg5) -> None 

C++ Signature:

void SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions) 
Parameters
pSelectTrue to select, false to deselect.
pApplyToCharacterTSould the character contraint be selected ?
pApplyToRigshould The rig (and its children) be selected ?
pApplyToExtensionsShould the character extensions (and their children) be selected ?
SetCharacterizeOff ( FBCharacter  arg1)

Set Characterize flag off.

Python Docstring:

SetCharacterizeOff( (FBCharacter)arg1) -> None 

C++ Signature:

void SetCharacterizeOff() 
bool SetCharacterizeOn ( FBCharacter  arg1,
object  arg2 
)

Set the Characterize flag on.

Python Docstring:

SetCharacterizeOn( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool SetCharacterizeOn(bool pSetAsBiped) 
Parameters
pSetAsBipedtrue to use biped characterization or false to use quadruped.
Returns
current state of the flag after the operation (true if it did succeed).
SetExternalSolver ( FBCharacter  arg1,
FBCharacterSolver  arg2 
)

Python Docstring:

SetExternalSolver( (FBCharacter)arg1, (FBCharacterSolver)arg2) -> None 

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

SetExternalSolverWithIndex ( FBCharacter  arg1,
object  arg2 
)

Python Docstring:

SetExternalSolverWithIndex( (FBCharacter)arg1, (object)arg2) -> None 
bool SetFKVisibility ( FBCharacter  arg1,
object  arg2 
)

Set the FK visibility state.

Python Docstring:

SetFKVisibility( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool SetFKVisibility(bool pState) 
Parameters
pStateThe FK visibility state.
Returns
True if the operation is successful, false otherwise.
bool SetIKVisibility ( FBCharacter  arg1,
object  arg2 
)

Set the IK visibility state.

Python Docstring:

SetIKVisibility( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool SetIKVisibility(bool pState) 
Parameters
pStateThe IK visibility state.
Returns
True if the operation is successful, false otherwise.
bool SetSkeletonVisibility ( FBCharacter  arg1,
object  arg2 
)

Set the skeleton visibility state.

Python Docstring:

SetSkeletonVisibility( (FBCharacter)arg1, (object)arg2) -> bool 

C++ Signature:

bool SetSkeletonVisibility(bool pState) 
Parameters
pStateThe skeleton visibility state.
Returns
True if the operation is successful, false otherwise.

Member Data Documentation

FBPropertyBool ActiveInput

Read Write Property: Is the character input active?

ORSDK2018::FBPropertyListCharacterExtension CharacterExtensions

List: Character Extensions in the character.

FBPropertyCharacterContactBehaviour ContactBehaviour

Read Write Property: Contact Behavior selection.

object FKFingerMultiplier
object FKFingerTipMultiplier
object FKThumbTipMultiplier
FBPropertyCharacterHipsTranslationMode HipsTranslationMode

Read Write Property: Hips Translation Mode.

object HumanFingerLimits
FBPropertyActor InputActor

Read Write Property: The index of the actor used for the input.

FBPropertyCharacter InputCharacter

Read Write Property: The index of the character used for the input.

FBPropertyCharacterInputType InputType

Read Write Property: The input type for the character (ex: Actor).

FBPropertyBool InverseLeftElbow

Read Write Property: Is left elbow inverted.

FBPropertyBool InverseLeftKnee

Read Write Property: Is left knee inverted.

FBPropertyBool InverseRightElbow

Read Write Property: Is right elbow inverted.

FBPropertyBool InverseRightKnee

Read Write Property: Is right knee inverted.

FBPropertyCharacterKeyingMode KeyingMode

Read Write Property: The current keying mode.

FBPropertyBool LeftElbowKillPitch

Read Write Property: is Pitch used for Left elbow.

object LeftHandIndexIndex
object LeftHandIndexMiddle
object LeftHandIndexPinky
object LeftHandIndexRing
object LeftHandMiddleIndex
object LeftHandMiddleMiddle
object LeftHandMiddlePinky
object LeftHandMiddleRing
object LeftHandPinkyIndex
object LeftHandPinkyMiddle
object LeftHandPinkyPinky
object LeftHandPinkyRing
object LeftHandRingIndex
object LeftHandRingMiddle
object LeftHandRingPinky
object LeftHandRingRing
FBPropertyBool LeftKneeKillPitch

Read Write Property: is Pitch used for Left knee.

Read Write Property: Lock character skeleton in place on X axis.

Read Write Property: Lock character skeleton in place on Y axis.

Read Write Property: Lock character skeleton in place on Z axis.

FBPropertyBool MirrorMode

Read Write Property: is in mirror mode.

FBPropertyBool RightElbowKillPitch

Read Write Property: is Pitch used for Right elbow.

object RightHandIndexIndex
object RightHandIndexMiddle
object RightHandIndexPinky
object RightHandIndexRing
object RightHandMiddleIndex
object RightHandMiddleMiddle
object RightHandMiddlePinky
object RightHandMiddleRing
object RightHandPinkyIndex
object RightHandPinkyMiddle
object RightHandPinkyPinky
object RightHandPinkyRing
object RightHandRingIndex
object RightHandRingMiddle
object RightHandRingPinky
object RightHandRingRing
FBPropertyBool RightKneeKillPitch

Read Write Property: is Pitch used for Right knee.

FBPropertyCharacterRollSolver RollSolver

Read Write Property: Roll Solver selection.

FBPropertyAnimatableDouble ShoulderCorrection

Read Write Property: shoulder correction values.

FBPropertyBool SyncMode

Read Write Property: is character in sync mode.

FBPropertyBool WriteReference

Read Write Property: are we writing back on reference.