#include <mobu-python-api.h>
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.
The current character selected in the Character tool can be obtained via the FBApplication object.
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... | |
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__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... | |
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__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... | |
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__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... | |
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__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) |
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__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 |
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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... | |
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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... | |
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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... | |
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object | OnUnbind |
__init__ | ( | object | arg1, |
str | arg2 | ||
) |
Constructor.
Python Docstring:
__init__( (object)arg1, (str)arg2) -> None
C++ Signature:
FBCharacter(const char * pName, HIObject pObject = ((void *) 0))
pName | Name of new character. |
pObject | For 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)
pExt | extension 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)
pControlSet | The control set to connect. NULL will disconnect the Control-Rig from the character. |
pUpdateLimit | Whether to update the models' limit for a character. E.g. the Pre rotation and post rotation. |
pResetHierarchy | Whether 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)
pEffectorId | The effector ID. |
pPivot | Create effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set). |
pAuxReachT | Default auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013). |
pAuxReachR | Default auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013). |
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)
pSetActive | True when new input should be set and active. |
bool CreateControlRig | ( | FBCharacter | arg1, |
object | arg2 | ||
) |
Create the Control-Rig.
Python Docstring:
CreateControlRig( (FBCharacter)arg1, (object)arg2) -> bool
C++ Signature:
bool CreateControlRig(bool pSetFKIK)
pSetFKIK | true to use FK/IK or false to use IK only. |
CycleAnalysisCurrentCharacter | ( | FBCharacter | arg1 | ) |
Run Cycle Analysis on current character.
Python Docstring:
CycleAnalysisCurrentCharacter( (FBCharacter)arg1) -> None
C++ Signature:
void CycleAnalysisCurrentCharacter()
HICharacter | current 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)
pActivePart | A 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()
str GetCharacterizeError | ( | FBCharacter | arg1 | ) |
Get error message for the previous SetCharacterizeOn operation.
Python Docstring:
GetCharacterizeError( (FBCharacter)arg1) -> str
C++ Signature:
const char * GetCharacterizeError()
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)
pForce | If True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input. |
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)
object GetCurrentControlSet | ( | FBCharacter | arg1 | ) |
Obtain Input ControlSet.
Python Docstring:
GetCurrentControlSet( (FBCharacter)arg1) -> object
C++ Signature:
ORSDK2018::FBControlSet * GetCurrentControlSet(bool pForce = false)
pForce | If True, will return the current ControlSet even if the character is not in ControlSet Input. |
object GetCycleAnalysisNode | ( | FBCharacter | arg1 | ) |
Get the Cycle Analysis Node from the current character.
Python Docstring:
GetCycleAnalysisNode( (FBCharacter)arg1) -> object
C++ Signature:
ORSDK2018::FBCycleAnalysisNode * GetCycleAnalysisNode()
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)
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
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()
FBVisibilityState GetFKVisibility | ( | FBCharacter | arg1 | ) |
Get the FK visibility state.
Python Docstring:
GetFKVisibility( (FBCharacter)arg1) -> FBVisibilityState
C++ Signature:
FBVisibilityState GetFKVisibility()
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)
pMemberIndex | Id of the floor contact |
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)
FBVisibilityState GetIKVisibility | ( | FBCharacter | arg1 | ) |
Get the IK visibility state.
Python Docstring:
GetIKVisibility( (FBCharacter)arg1) -> FBVisibilityState
C++ Signature:
FBVisibilityState GetIKVisibility()
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)
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)
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()
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.
pSkinModelList | List 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)
pPushUndo | Should we push an undo transaction on the undo stack? Don't push undo in non UI thread. |
pIncludeCharacterExtensions | Should 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)
pNodeId | Node Id to Check. |
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)
pEffectorIndex | Given Index to obtain Model |
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)
pEffectorIndex | Given Index to obtain Model |
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)
pPlotWhere | Where to plot a character, control rig or Skeleton |
pPlotOptions | Option parameters for plotting |
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()
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)
pExt | extension 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)
pType | Speficy 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)
pOnBaseLayer | if 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)
pSelect | True to select, false to deselect. |
pApplyToCharacter | TSould the character contraint be selected ? |
pApplyToRig | should The rig (and its children) be selected ? |
pApplyToExtensions | Should 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)
pSetAsBiped | true to use biped characterization or false to use quadruped. |
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)
pState | The FK visibility state. |
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)
pState | The IK visibility state. |
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)
pState | The skeleton visibility state. |
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.
FBPropertyBool LockX |
Read Write Property: Lock character skeleton in place on X axis.
FBPropertyBool LockY |
Read Write Property: Lock character skeleton in place on Y axis.
FBPropertyBool LockZ |
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.