FBModel Class Reference

#include <mobu-python-api.h>

Class Description

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:

  • Clone(), FBDelete()
  • UI attributes such as Show, Pickable, and Visibility
  • Positional attributes such as Rotation, Scaling, and Translation The following Python snippet shows how to create, show, rotate, and delete a cube

    from pyfbsdk import *
    myCube = FBModelCube("cube")
    myCube.Show = True
    myCube.Rotation = FBVector3d(45, 45, 45)
    myCube.FBDelete()

There is a few ways to get a handle on existing models in a scene:

  • FBFindObjectsByName return a list of objects matching a pattern (can contain *). For usage, see: FindObjectsWithWildcard.py
  • If you know the name of the model, use FBFindModelByLabelName, as demonstrated in FBComponent.py.
  • FBGetSelectedModels can get a handle to an object which is derived from FBModel. It searches the scene for a model, based on the model's unique name and returns a list of all the selected things in the scene.
+ Inheritance diagram for FBModel:

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...
 
- 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

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...
 
- 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

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)) 
Parameters
pNameName of model.
pObjectFor 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.

Returns
Newly created 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) 
Parameters
pDofVector to convert
Return values
pLMResulting local rotation matrix.
Note
Use this function when you want to convert euler to local rotation with proper pre/post transformation and rotation order applied from this model.
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.

FBColor GetAdditionalUniqueColorID ( FBModel  arg1,
int  arg2 
)

Get Additional Unique Color Id.

Python Docstring:

GetAdditionalUniqueColorID( (FBModel)arg1, (int)arg2) -> FBColor 

C++ Signature:

ORSDK2018::FBColor GetAdditionalUniqueColorID(unsigned int pIndex) 
Parameters
pIndexthe requested unique color id index, can't be larger than GetAdditionalColorIDCount()
Returns
Additional Unique ColorId.
int GetAdditionalUniqueColorIDCount ( FBModel  arg1)

Get additional unique color count.

Python Docstring:

GetAdditionalUniqueColorIDCount( (FBModel)arg1) -> int 

C++ Signature:

unsigned int GetAdditionalUniqueColorIDCount() 
Returns
Additional Unique Color Count.
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.

Return values
pMinMinimum value of the bounding box.
pMaxMaximum 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.

Parameters
pMatricesArrayThe matrix array (memory already allocated) to fill in with the hierarchy world matrix of all the model's children models
pMatricesArrayCountThe size of the matrix array
Return values
pHiercharyTraverserTypeThe hierarchy traverser type
Parameters
pEvaluateInfoEvaluateInfo, Take Display if none specified.
Return values
Numberof 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)) 
Parameters
pWhatType of information requested (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
Return values
pMatrixMatrix to fill with requested information.
Parameters
pEvaluateInfoEvaluateInfo, 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() 
Returns
Current position for the model.
int GetSelectedPointsCount ( FBModel  arg1)

Get the number of selected points in the model.

Python Docstring:

GetSelectedPointsCount( (FBModel)arg1) -> int 

C++ Signature:

int GetSelectedPointsCount() 
Returns
Number of selected points.
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)) 
Parameters
pWhatType of information requested (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified
Return values
pVectorVector 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() 
Returns
true if the model is collapsed in the schematic view, false if it is expanded.
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)) 
Parameters
pWhatType of evaluation task.
pEvaluateInfoEvaluateInfo, Take Display if none specified
Return values
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) 
Parameters
pLMLocal rotation matrix to convert
Return values
pDofResulting object space vector.
Note
Use this function when you want to convert local rotation to euler with proper pre/post transformation and rotation order applied from this model.
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) 
Parameters
pMatrixMatrix to convert.
Return values
pRotationResulting 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() 
Returns
Current no frustum culling request count after function call.
int NoFrustumCullingRequire ( FBModel  arg1)

Acquire no frustum culling request.

Python Docstring:

NoFrustumCullingRequire( (FBModel)arg1) -> int 

C++ Signature:

int NoFrustumCullingRequire() 
Returns
Current no frustum culling request count after function call.
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) 
Parameters
pCameraCamera to use for casting.
pMouseXMouse X position.
pMouseYMouse Y position.
pHitPositionRay cast position on the object.
pHitNormalNormal at the ray cast position on the object.
Returns
true if it hit the meshes, hit would contains the precise position & normal.
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) 
Parameters
pRotationObject space rotation vector to convert, whose angles are stored in [X,Y,Z] order.
Return values
pMatrixResulting 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) 
Parameters
pCountUser should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns
True if Unique ColorId resource is available.
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)) 
Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, 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) 
Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified
pPrecisionIndicate 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)) 
Parameters
pVectorVector to use to set values.
pWhatType of information to set (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, 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() 
Returns
True if model don't use frustum culling currently.

Member Data Documentation

FBPropertyAnimationNode AnimationNode

Read Only Property: Animation node of the model.

FBPropertyBool BlendShapeDeformable

Read Write Property: Model blend-shape deformable.

Not Savable

FBPropertyBool CastsShadows

Read Write Property: If true, the geometry will produce shadows.

ORSDK2018::FBPropertyListModel Children

Interface to IObject.

Interface to ICallback. List: Children for model.

FBPropertyBool ConstrainDeformable

Read Write Property: Model constraint deformable.

Not Savable

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.

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:

  1. The model's own visibility
  2. The model's parent's visibility (if any)
  3. The visibility of the set to which model belongs (if any)
  4. VisibilityInheritance of the model
    Parameters
    pEvaluateInfoevaluate info,
    Returns
    true if visible for the given 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

Read Write Property: Model point cache deformable.

Not Savable

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.

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?

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.

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

Read Write Property: Model skeleton deformable.

Not Savable

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'.

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.

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