#include <mobu-python-api.h>
Model class.
In the MotionBuilder UI, a model can be any object in a scene, created using geometry. Models can represent simple objects like cubes, or complex objects like characters. FBModel is a base class which is not used so much directly, but is the parent of well-used classes like FBCamera, FBLight, and FBModelMarker. It also implements a number of widely-implemented functions and attributes, such as:
Positional attributes such as Rotation, Scaling, and Translation The following Python snippet shows how to create, show, rotate, and delete a cube
There is a few ways to get a handle on existing models in a scene:
Public Member Functions | |
__reduce__ () | |
object | __copy__ (FBModel arg1) |
FBColor | GetAdditionalUniqueColorID (FBModel arg1, int arg2) |
Get Additional Unique Color Id. More... | |
str | FbxGetObjectSubType (FBModel arg1) |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. More... | |
FBDelete (FBModel arg1) | |
Open Reality deletion function. More... | |
str | FbxGetObjectType (FBModel arg1) |
Returns the class type inherited by the class of an object, for example: 'Model'. More... | |
object | Clone (FBModel arg1) |
Clone the model. More... | |
GetBoundingBox (FBModel arg1, FBVector3d arg2, FBVector3d arg3) | |
Get the bounding box of the model. More... | |
GetMatrix (FBModel arg1, FBMatrix arg2, FBModelTransformationType arg3, object arg4, FBEvaluateInfo arg5) | |
Get a matrix from the model. More... | |
list | GetHierarchyWorldMatrices (FBModel arg1, int arg2, FBModelHiercharyTraverserType arg3, FBEvaluateInfo arg4) |
Computes the global transform matrices between this model and all its children (all levels). More... | |
int | GetSelectedPointsCount (FBModel arg1) |
Get the number of selected points in the model. More... | |
SetupPropertiesForShapes (FBModel arg1) | |
Setup Shape Properties. More... | |
GetVector (FBModel arg1, FBVector3d arg2, FBModelTransformationType arg3, object arg4, FBEvaluateInfo arg5) | |
Get a vector from the model. More... | |
SetMatrix (FBModel arg1, FBMatrix arg2, FBModelTransformationType arg3, object arg4, FBEvaluateInfo arg5) | |
Set a matrix for the model. More... | |
SetMatrixWithPrecision (FBModel arg1, FBMatrix arg2, FBModelTransformationType arg3, object arg4, FBEvaluateInfo arg5, object arg6) | |
Set a matrix for the model. More... | |
SetVector (FBModel arg1, FBVector3d arg2, FBModelTransformationType arg3, object arg4, FBEvaluateInfo arg5) | |
Set a vector for the model. More... | |
MatrixToRotation (FBModel arg1, FBVector3d arg2, FBMatrix arg3) | |
Convert Rotation Matrix to Euler Vector based on model's rotation order. More... | |
RotationToMatrix (FBModel arg1, FBMatrix arg2, FBVector3d arg3) | |
Convert Euler Vector to Rotation Matrix based on model's rotation order. More... | |
LRMToDof (FBModel arg1, FBVector3d arg2, FBMatrix arg3) | |
Convert local matrix to object space vector. More... | |
DofToLRM (FBModel arg1, FBMatrix arg2, FBVector3d arg3) | |
Convert object space vector to local matrix. More... | |
SetSchematicPosition (...) | |
FBVector2d | GetSchematicPosition (FBModel arg1) |
Get the position in the schematic view for the model. More... | |
CollapseInSchematic (FBModel arg1) | |
Collapse the model in the schematic view. More... | |
ExpandInSchematic (FBModel arg1) | |
Expand the model in the schematic view. More... | |
bool | IsCollapsedInSchematic (FBModel arg1) |
Returns if the model is collapsed or not (expanded) in the schematic view. More... | |
int | NoFrustumCullingRequire (FBModel arg1) |
Acquire no frustum culling request. More... | |
int | NoFrustumCullingRelease (FBModel arg1) |
Release no frustum culling request. More... | |
bool | UseFrustumCulling (FBModel arg1) |
Get the current Frustum Culling Status. More... | |
ForceAlwaysEvaluate (FBModel arg1) | |
Force Always Evaluate. More... | |
bool | IsForceAlwaysEvaluate (FBModel arg1) |
Return Force Always Evaluate status. More... | |
bool | IsEvaluationReady (FBModel arg1, FBModelEvaluationTaskType arg2, FBEvaluateInfo arg3) |
Is the model's evaluation task result ready. More... | |
bool | SetAdditionalUniqueColorIDCount (FBModel arg1, int arg2) |
Request additional Unique color IDs. More... | |
int | GetAdditionalUniqueColorIDCount (FBModel arg1) |
Get additional unique color count. More... | |
bool | RayCast (FBModel arg1, FBCamera arg2, object arg3, object arg4, FBVector3d arg5, FBVector3d arg6) |
Ray cast test. 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 | |
FBPropertyAnimationNode | AnimationNode |
Read Only Property: Animation node of the model. More... | |
ORSDK2018::FBPropertyListModel | Children |
Interface to IObject. More... | |
FBPropertyVector3d | GeometricRotation |
Read Write Property: Geometric rotation. More... | |
FBPropertyVector3d | GeometricScaling |
Read Write Property: Geometric scaling. More... | |
FBPropertyVector3d | GeometricTranslation |
Read Write Property: Geometric translation. More... | |
FBPropertyGeometry | Geometry |
Read Write Property: Geometry for the model. More... | |
FBPropertyModelVertexData | ModelVertexData |
Read Only Property: ModelVertexData for the model. More... | |
FBPropertyBool | Icon3D |
Read Write Property: Is model a 3D icon? More... | |
FBPropertyBool | IsDeformable |
Read Only Property: Is model deformable? More... | |
FBPropertyBool | IsConstrained |
Read Only Property: Is model constrained? More... | |
FBPropertyInt | GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id. More... | |
FBPropertyBool | SkeletonDeformable |
Read Write Property: Model skeleton deformable. More... | |
FBPropertyBool | BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. More... | |
FBPropertyBool | ConstrainDeformable |
Read Write Property: Model constraint deformable. More... | |
FBPropertyBool | PointCacheDeformable |
Read Write Property: Model point cache deformable. More... | |
FBPropertyBool | PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable More... | |
FBPropertyColor | UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. More... | |
FBPropertyModel | LookAt |
Read Write Property: Look at model (interest point). More... | |
FBPropertyModel | Parent |
Read Write Property: Parent model. More... | |
FBPropertyVector3d | PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true) More... | |
FBPropertyVector3d | PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true) More... | |
FBPropertyBool | QuaternionInterpolate |
Read Write Property: Use quaternion interpolation. More... | |
FBPropertyBool | PrimaryVisibility |
Read Write Property: Control the geometry render state. More... | |
FBPropertyBool | CastsShadows |
Read Write Property: If true, the geometry will produce shadows. More... | |
FBPropertyBool | ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows. More... | |
FBPropertyAnimatableVector3d | Rotation |
Read Write Property: Lcl rotation. More... | |
FBPropertyBool | RotationActive |
Read Write Property: Is model using Rotation Limits? More... | |
FBPropertyVector3d | RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true) More... | |
FBPropertyBool | RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X? More... | |
FBPropertyBool | RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y? More... | |
FBPropertyBool | RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z? More... | |
FBPropertyVector3d | RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true) More... | |
FBPropertyBool | RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X? More... | |
FBPropertyBool | RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y? More... | |
FBPropertyBool | RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z? More... | |
FBPropertyModelRotationOrder | RotationOrder |
Read Write Property: Rotation order. More... | |
FBPropertyBool | RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits? More... | |
FBPropertyAnimatableVector3d | Scaling |
Read Write Property: Lcl scaling. More... | |
FBPropertyScene | Scene |
Read Only Property: Scene containing the model. More... | |
object | Selected |
ORSDK2018::FBPropertyListShader | Shaders |
List: Shaders for model. More... | |
ORSDK2018::FBPropertyListMaterial | Materials |
List: Materials for model. More... | |
ORSDK2018::FBPropertyListTexture | Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials). More... | |
ORSDK2018::FBPropertyListDeformer | Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer). More... | |
FBPropertyModelShadingMode | ShadingMode |
Read Write Property: Shading mode for the model. More... | |
object | CullingMode |
FBPropertyBool | Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. More... | |
FBPropertyBool | Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. More... | |
FBPropertyBool | Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. More... | |
FBPropertyBool | SoftSelected |
Read Write Property: Is model Soft selected? More... | |
FBPropertyAnimatableVector3d | Translation |
Read Write Property: Lcl translation. More... | |
FBPropertyModel | UpVector |
Read Write Property: UpVector model. More... | |
FBPropertyAnimatableBool | Visibility |
Read Write Property: Visibility of model. More... | |
object | IsVisible |
If the model is visible. More... | |
FBPropertyBool | VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants 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 |
object __copy__ | ( | FBModel | arg1 | ) |
Python Docstring:
__copy__( (FBModel)arg1) -> object
__init__ | ( | ... | ) |
Constructor.
Python Docstring:
Raises an exception This class cannot be instantiated from Python
C++ Signature:
FBModel(const char * pName, HIObject pObject = ((void *) 0))
pName | Name of model. |
pObject | For internal use only(default=NULL). |
__reduce__ | ( | ) |
object Clone | ( | FBModel | arg1 | ) |
Clone the model.
Python Docstring:
Clone( (FBModel)arg1) -> object
C++ Signature:
ORSDK2018::FBModel * Clone()
This will duplicate the current model.
CollapseInSchematic | ( | FBModel | arg1 | ) |
Collapse the model in the schematic view.
Python Docstring:
CollapseInSchematic( (FBModel)arg1) -> None
C++ Signature:
void CollapseInSchematic()
DofToLRM | ( | FBModel | arg1, |
FBMatrix | arg2, | ||
FBVector3d | arg3 | ||
) |
Convert object space vector to local matrix.
Python Docstring:
DofToLRM( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void DofToLRM(ORSDK2018::FBMatrix & pLM, const FBRVector & pDof)
pDof | Vector to convert |
pLM | Resulting local rotation matrix. |
ExpandInSchematic | ( | FBModel | arg1 | ) |
Expand the model in the schematic view.
Python Docstring:
ExpandInSchematic( (FBModel)arg1) -> None
C++ Signature:
void ExpandInSchematic()
FBDelete | ( | FBModel | arg1 | ) |
Open Reality deletion function.
Python Docstring:
FBDelete( (FBModel)arg1) -> None
C++ Signature:
void FBDelete()
str FbxGetObjectSubType | ( | FBModel | arg1 | ) |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.
Python Docstring:
FbxGetObjectSubType( (FBModel)arg1) -> str
C++ Signature:
const char * FbxGetObjectSubType()
str FbxGetObjectType | ( | FBModel | arg1 | ) |
Returns the class type inherited by the class of an object, for example: 'Model'.
Python Docstring:
FbxGetObjectType( (FBModel)arg1) -> str
C++ Signature:
const char * FbxGetObjectType()
ForceAlwaysEvaluate | ( | FBModel | arg1 | ) |
Force Always Evaluate.
Python Docstring:
ForceAlwaysEvaluate( (FBModel)arg1) -> None
C++ Signature:
void ForceAlwaysEvaluate()
In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.
Get Additional Unique Color Id.
Python Docstring:
GetAdditionalUniqueColorID( (FBModel)arg1, (int)arg2) -> FBColor
C++ Signature:
ORSDK2018::FBColor GetAdditionalUniqueColorID(unsigned int pIndex)
pIndex | the requested unique color id index, can't be larger than GetAdditionalColorIDCount() |
int GetAdditionalUniqueColorIDCount | ( | FBModel | arg1 | ) |
Get additional unique color count.
Python Docstring:
GetAdditionalUniqueColorIDCount( (FBModel)arg1) -> int
C++ Signature:
unsigned int GetAdditionalUniqueColorIDCount()
GetBoundingBox | ( | FBModel | arg1, |
FBVector3d | arg2, | ||
FBVector3d | arg3 | ||
) |
Get the bounding box of the model.
Python Docstring:
GetBoundingBox( (FBModel)arg1, (FBVector3d)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void GetBoundingBox(FBVector3d & pMin, FBVector3d & pMax)
Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.
pMin | Minimum value of the bounding box. |
pMax | Maximum value of the bounding box. |
list GetHierarchyWorldMatrices | ( | FBModel | arg1, |
int | arg2, | ||
FBModelHiercharyTraverserType | arg3, | ||
FBEvaluateInfo | arg4 | ||
) |
Computes the global transform matrices between this model and all its children (all levels).
Python Docstring:
GetHierarchyWorldMatrices( (FBModel)arg1, (int)arg2, (FBModelHiercharyTraverserType)arg3 [, (FBEvaluateInfo)arg4]) -> list
C++ Signature:
unsigned int GetHierarchyWorldMatrices(ORSDK2018::FBMatrix * pMatricesArray, unsigned int pMatricesArrayCount, FBModelHiercharyTraverserType pHiercharyTraverserType, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
The hierarchy world matrix for a model is represented as a global transform matrix applied on an arbitrary root hierarchy node (this model for instance), considered as the world reference.
pMatricesArray | The matrix array (memory already allocated) to fill in with the hierarchy world matrix of all the model's children models |
pMatricesArrayCount | The size of the matrix array |
pHiercharyTraverserType | The hierarchy traverser type |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
Number | of matrices filled in the array. The value may be different than pMatricesArrayCount if the number of children models is less than the size of the matrix array. |
GetMatrix | ( | FBModel | arg1, |
FBMatrix | arg2, | ||
FBModelTransformationType | arg3, | ||
object | arg4, | ||
FBEvaluateInfo | arg5 | ||
) |
Get a matrix from the model.
Python Docstring:
GetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void GetMatrix(ORSDK2018::FBMatrix & pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
pWhat | Type of information requested (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pMatrix | Matrix to fill with requested information. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
FBVector2d GetSchematicPosition | ( | FBModel | arg1 | ) |
Get the position in the schematic view for the model.
Python Docstring:
GetSchematicPosition( (FBModel)arg1) -> FBVector2d
C++ Signature:
FBVector2d GetSchematicPosition()
int GetSelectedPointsCount | ( | FBModel | arg1 | ) |
Get the number of selected points in the model.
Python Docstring:
GetSelectedPointsCount( (FBModel)arg1) -> int
C++ Signature:
int GetSelectedPointsCount()
GetVector | ( | FBModel | arg1, |
FBVector3d | arg2, | ||
FBModelTransformationType | arg3, | ||
object | arg4, | ||
FBEvaluateInfo | arg5 | ||
) |
Get a vector from the model.
Python Docstring:
GetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void GetVector(FBVector3d & pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
pWhat | Type of information requested (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
pVector | Vector to fill with requested values. |
bool IsCollapsedInSchematic | ( | FBModel | arg1 | ) |
Returns if the model is collapsed or not (expanded) in the schematic view.
Python Docstring:
IsCollapsedInSchematic( (FBModel)arg1) -> bool
C++ Signature:
bool IsCollapsedInSchematic()
bool IsEvaluationReady | ( | FBModel | arg1, |
FBModelEvaluationTaskType | arg2, | ||
FBEvaluateInfo | arg3 | ||
) |
Is the model's evaluation task result ready.
Python Docstring:
IsEvaluationReady( (FBModel)arg1, (FBModelEvaluationTaskType)arg2 [, (FBEvaluateInfo)arg3]) -> bool
C++ Signature:
bool IsEvaluationReady(FBModelEvaluationTaskType pWhat, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
pWhat | Type of evaluation task. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
bool IsForceAlwaysEvaluate | ( | FBModel | arg1 | ) |
Return Force Always Evaluate status.
Python Docstring:
IsForceAlwaysEvaluate( (FBModel)arg1) -> bool
C++ Signature:
bool IsForceAlwaysEvaluate()
LRMToDof | ( | FBModel | arg1, |
FBVector3d | arg2, | ||
FBMatrix | arg3 | ||
) |
Convert local matrix to object space vector.
Python Docstring:
LRMToDof( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None
C++ Signature:
void LRMToDof(FBRVector & pDof, const ORSDK2018::FBMatrix & pLM)
pLM | Local rotation matrix to convert |
pDof | Resulting object space vector. |
MatrixToRotation | ( | FBModel | arg1, |
FBVector3d | arg2, | ||
FBMatrix | arg3 | ||
) |
Convert Rotation Matrix to Euler Vector based on model's rotation order.
Python Docstring:
MatrixToRotation( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None
C++ Signature:
void MatrixToRotation(FBRVector & pRotation, const ORSDK2018::FBMatrix & pMatrix)
pMatrix | Matrix to convert. |
pRotation | Resulting euler vector, whose angles are stored in [X,Y,Z] order. |
int NoFrustumCullingRelease | ( | FBModel | arg1 | ) |
Release no frustum culling request.
Python Docstring:
NoFrustumCullingRelease( (FBModel)arg1) -> int
C++ Signature:
int NoFrustumCullingRelease()
int NoFrustumCullingRequire | ( | FBModel | arg1 | ) |
Acquire no frustum culling request.
Python Docstring:
NoFrustumCullingRequire( (FBModel)arg1) -> int
C++ Signature:
int NoFrustumCullingRequire()
bool RayCast | ( | FBModel | arg1, |
FBCamera | arg2, | ||
object | arg3, | ||
object | arg4, | ||
FBVector3d | arg5, | ||
FBVector3d | arg6 | ||
) |
Ray cast test.
Python Docstring:
RayCast( (FBModel)arg1, (FBCamera)arg2, (object)arg3, (object)arg4, (FBVector3d)arg5, (FBVector3d)arg6) -> bool
C++ Signature:
bool RayCast(ORSDK2018::FBCamera * pCamera, int pMouseX, int pMouseY, FBVector3d & pHitPosition, FBVector3d & pHitNormal)
pCamera | Camera to use for casting. |
pMouseX | Mouse X position. |
pMouseY | Mouse Y position. |
pHitPosition | Ray cast position on the object. |
pHitNormal | Normal at the ray cast position on the object. |
RotationToMatrix | ( | FBModel | arg1, |
FBMatrix | arg2, | ||
FBVector3d | arg3 | ||
) |
Convert Euler Vector to Rotation Matrix based on model's rotation order.
Python Docstring:
RotationToMatrix( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void RotationToMatrix(ORSDK2018::FBMatrix & pMatrix, const FBRVector & pRotation)
pRotation | Object space rotation vector to convert, whose angles are stored in [X,Y,Z] order. |
pMatrix | Resulting rotation matrix. |
bool SetAdditionalUniqueColorIDCount | ( | FBModel | arg1, |
int | arg2 | ||
) |
Request additional Unique color IDs.
Python Docstring:
SetAdditionalUniqueColorIDCount( (FBModel)arg1, (int)arg2) -> bool
C++ Signature:
bool SetAdditionalUniqueColorIDCount(unsigned int pCount)
pCount | User should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number. |
SetMatrix | ( | FBModel | arg1, |
FBMatrix | arg2, | ||
FBModelTransformationType | arg3, | ||
object | arg4, | ||
FBEvaluateInfo | arg5 | ||
) |
Set a matrix for the model.
Python Docstring:
SetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void SetMatrix(ORSDK2018::FBMatrix pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, bool pPushUndo = false, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
SetMatrixWithPrecision | ( | FBModel | arg1, |
FBMatrix | arg2, | ||
FBModelTransformationType | arg3, | ||
object | arg4, | ||
FBEvaluateInfo | arg5, | ||
object | arg6 | ||
) |
Set a matrix for the model.
Python Docstring:
SetMatrixWithPrecision( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5 [, (object)arg6]]]]) -> None
C++ Signature:
void SetMatrixWithPrecision(ORSDK2018::FBMatrix pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, bool pPushUndo = false, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0), double pPrecision = FBMat2EulerDegenerateForPrecision10)
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
pPrecision | Indicate the precision level, used when calculating the threshold value for gimble lock. 16 * pow(10.0, -10)) is the new default value since Mobu 2016, 16 * pow(10.0, -6)) is old default value before then. |
SetSchematicPosition | ( | ... | ) |
Python Docstring:
SetSchematicPosition( (FBModel)arg1, (object)arg2, (object)arg3) -> None SetSchematicPosition( (FBModel)arg1, (FBVector2d)arg2) -> None
Related C++ documentation:
The reference documentation for the following C++ symbols may contain additional relevant information.
SetupPropertiesForShapes | ( | FBModel | arg1 | ) |
Setup Shape Properties.
Python Docstring:
SetupPropertiesForShapes( (FBModel)arg1) -> None
C++ Signature:
void SetupPropertiesForShapes()
Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.
SetVector | ( | FBModel | arg1, |
FBVector3d | arg2, | ||
FBModelTransformationType | arg3, | ||
object | arg4, | ||
FBEvaluateInfo | arg5 | ||
) |
Set a vector for the model.
Python Docstring:
SetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void SetVector(FBVector3d pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, bool pPushUndo = false, ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
pVector | Vector to use to set values. |
pWhat | Type of information to set (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
bool UseFrustumCulling | ( | FBModel | arg1 | ) |
Get the current Frustum Culling Status.
Python Docstring:
UseFrustumCulling( (FBModel)arg1) -> bool
C++ Signature:
bool UseFrustumCulling()
FBPropertyAnimationNode AnimationNode |
Read Only Property: Animation node of the model.
FBPropertyBool BlendShapeDeformable |
FBPropertyBool CastsShadows |
Read Write Property: If true, the geometry will produce shadows.
ORSDK2018::FBPropertyListModel Children |
FBPropertyBool ConstrainDeformable |
object CullingMode |
ORSDK2018::FBPropertyListDeformer Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer).
FBPropertyVector3d GeometricRotation |
Read Write Property: Geometric rotation.
FBPropertyVector3d GeometricScaling |
Read Write Property: Geometric scaling.
FBPropertyVector3d GeometricTranslation |
Read Write Property: Geometric translation.
FBPropertyGeometry Geometry |
Read Write Property: Geometry for the model.
FBPropertyInt GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id.
FBPropertyBool Icon3D |
Read Write Property: Is model a 3D icon?
FBPropertyBool IsConstrained |
Read Only Property: Is model constrained?
FBPropertyBool IsDeformable |
Read Only Property: Is model deformable?
object IsVisible |
If the model is visible.
C++ Signature:
bool IsVisible(ORSDK2018::FBEvaluateInfo * pEvaluateInfo = ((void *) 0))
Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters:
pEvaluateInfo | evaluate info, |
FBPropertyModel LookAt |
Read Write Property: Look at model (interest point).
ORSDK2018::FBPropertyListMaterial Materials |
List: Materials for model.
FBPropertyModelVertexData ModelVertexData |
Read Only Property: ModelVertexData for the model.
Python Docstring:
Read only property to get ModelVertexData
FBPropertyModel Parent |
Read Write Property: Parent model.
FBPropertyBool Pickable |
Read Write Property: Indicate if a model can be picked in the viewer.
This has a default value of 'true'.
FBPropertyBool PointCacheDeformable |
FBPropertyBool PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable
FBPropertyVector3d PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true)
FBPropertyVector3d PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true)
FBPropertyBool PrimaryVisibility |
Read Write Property: Control the geometry render state.
Geometry can still cast shadows even if this is turned off.
FBPropertyBool QuaternionInterpolate |
Read Write Property: Use quaternion interpolation.
FBPropertyBool ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows.
FBPropertyAnimatableVector3d Rotation |
Read Write Property: Lcl rotation.
FBPropertyBool RotationActive |
Read Write Property: Is model using Rotation Limits?
FBPropertyVector3d RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true)
FBPropertyBool RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X?
FBPropertyBool RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y?
FBPropertyBool RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z?
FBPropertyVector3d RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true)
FBPropertyBool RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X?
FBPropertyBool RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y?
FBPropertyBool RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z?
FBPropertyModelRotationOrder RotationOrder |
Read Write Property: Rotation order.
FBPropertyBool RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits?
FBPropertyAnimatableVector3d Scaling |
Read Write Property: Lcl scaling.
FBPropertyScene Scene |
Read Only Property: Scene containing the model.
object Selected |
ORSDK2018::FBPropertyListShader Shaders |
List: Shaders for model.
FBPropertyModelShadingMode ShadingMode |
Read Write Property: Shading mode for the model.
FBPropertyBool Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value.
This has a default value of 'false'.
FBPropertyBool SkeletonDeformable |
FBPropertyBool SoftSelected |
Read Write Property: Is model Soft selected?
ORSDK2018::FBPropertyListTexture Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials).
FBPropertyBool Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer.
This has a default value of 'true'.
FBPropertyAnimatableVector3d Translation |
Read Write Property: Lcl translation.
FBPropertyColor UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking.
Color channel values are in the range [0, 1] with 1.0/255 precision.
FBPropertyModel UpVector |
Read Write Property: UpVector model.
FBPropertyAnimatableBool Visibility |
Read Write Property: Visibility of model.
This can be overridden by the 'Show' property.
FBPropertyBool VisibilityInheritance |
Read Write Property: //!< When this value is set to True
the Visibility of this model is also applied to all its descendants