Open Reality Reference Guide
fbcharacter.h
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1 #ifndef __FBCHARACTER_H__
2 #define __FBCHARACTER_H__
3 /**************************************************************************
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38 
46 #include <kaydaradef.h>
47 #ifndef FBSDK_DLL
48 
51  #define FBSDK_DLL K_DLLIMPORT
52 #endif
53 
54 #include <fbsdk/fbconstraint.h>
55 #include <fbsdk/fbcycleanalysisnode.h>
57 
58 #ifdef FBSDKUseNamespace
59  namespace FBSDKNamespace {
60 #endif
61 
62 class FBCharacterSolver;
63 
66 {
67  kFBSkeletonInvalidIndex = -1,
68  kFBSkeletonHipsIndex = 0,
69  kFBSkeletonLeftHipIndex,
70  kFBSkeletonLeftKneeIndex,
71  kFBSkeletonLeftAnkleIndex,
72  kFBSkeletonLeftFootIndex,
73  kFBSkeletonRightHipIndex,
74  kFBSkeletonRightKneeIndex,
75  kFBSkeletonRightAnkleIndex,
76  kFBSkeletonRightFootIndex,
77  kFBSkeletonWaistIndex,
78  kFBSkeletonChestIndex,
79  kFBSkeletonLeftCollarIndex,
80  kFBSkeletonLeftShoulderIndex,
81  kFBSkeletonLeftElbowIndex,
82  kFBSkeletonLeftWristIndex,
83  kFBSkeletonRightCollarIndex,
84  kFBSkeletonRightShoulderIndex,
85  kFBSkeletonRightElbowIndex,
86  kFBSkeletonRightWristIndex,
87  kFBSkeletonNeckIndex,
88  kFBSkeletonHeadIndex,
89  kFBSkeletonLeftThumbAIndex,
90  kFBSkeletonLeftThumbBIndex,
91  kFBSkeletonLeftThumbCIndex,
92  kFBSkeletonLeftIndexAIndex,
93  kFBSkeletonLeftIndexBIndex,
94  kFBSkeletonLeftIndexCIndex,
95  kFBSkeletonLeftMiddleAIndex,
96  kFBSkeletonLeftMiddleBIndex,
97  kFBSkeletonLeftMiddleCIndex,
98  kFBSkeletonLeftRingAIndex,
99  kFBSkeletonLeftRingBIndex,
100  kFBSkeletonLeftRingCIndex,
101  kFBSkeletonLeftPinkyAIndex,
102  kFBSkeletonLeftPinkyBIndex,
103  kFBSkeletonLeftPinkyCIndex,
104  kFBSkeletonRightThumbAIndex,
105  kFBSkeletonRightThumbBIndex,
106  kFBSkeletonRightThumbCIndex,
107  kFBSkeletonRightIndexAIndex,
108  kFBSkeletonRightIndexBIndex,
109  kFBSkeletonRightIndexCIndex,
110  kFBSkeletonRightMiddleAIndex,
111  kFBSkeletonRightMiddleBIndex,
112  kFBSkeletonRightMiddleCIndex,
113  kFBSkeletonRightRingAIndex,
114  kFBSkeletonRightRingBIndex,
115  kFBSkeletonRightRingCIndex,
116  kFBSkeletonRightPinkyAIndex,
117  kFBSkeletonRightPinkyBIndex,
118  kFBSkeletonRightPinkyCIndex,
119  kFBSkeletonReferenceIndex,
120  kFBSkeletonLastIndex
121 };
122 
125 {
126  kFBInvalidNodeId = -1,
131  kFBLeftFootNodeId,
135  kFBRightFootNodeId,
138  kFBLeftCollarNodeId,
142  kFBRightCollarNodeId,
146  kFBNeckNodeId,
148  kFBLeftHipRollNodeId,
149  kFBLeftKneeRollNodeId,
150  kFBRightHipRollNodeId,
151  kFBRightKneeRollNodeId,
152  kFBLeftShoulderRollNodeId,
153  kFBLeftElbowRollNodeId,
154  kFBRightShoulderRollNodeId,
155  kFBRightElbowRollNodeId,
156  kFBSpine2NodeId,
157  kFBSpine3NodeId,
158  kFBSpine4NodeId,
159  kFBSpine5NodeId,
160  kFBSpine6NodeId,
161  kFBSpine7NodeId,
162  kFBSpine8NodeId,
163  kFBSpine9NodeId,
164  kFBLeftThumbANodeId,
165  kFBLeftThumbBNodeId,
166  kFBLeftThumbCNodeId,
167  kFBLeftIndexANodeId,
168  kFBLeftIndexBNodeId,
169  kFBLeftIndexCNodeId,
170  kFBLeftMiddleANodeId,
171  kFBLeftMiddleBNodeId,
172  kFBLeftMiddleCNodeId,
173  kFBLeftRingANodeId,
174  kFBLeftRingBNodeId,
175  kFBLeftRingCNodeId,
176  kFBLeftPinkyANodeId,
177  kFBLeftPinkyBNodeId,
178  kFBLeftPinkyCNodeId,
179  kFBRightThumbANodeId,
180  kFBRightThumbBNodeId,
181  kFBRightThumbCNodeId,
182  kFBRightIndexANodeId,
183  kFBRightIndexBNodeId,
184  kFBRightIndexCNodeId,
185  kFBRightMiddleANodeId,
186  kFBRightMiddleBNodeId,
187  kFBRightMiddleCNodeId,
188  kFBRightRingANodeId,
189  kFBRightRingBNodeId,
190  kFBRightRingCNodeId,
191  kFBRightPinkyANodeId,
192  kFBRightPinkyBNodeId,
193  kFBRightPinkyCNodeId,
194  kFBReferenceNodeId,
195  // -- New bones for 2.0 --
196  kFBLeftThumbInNodeId,
197  kFBLeftThumbDNodeId,
198  kFBLeftIndexInNodeId,
199  kFBLeftIndexDNodeId,
200  kFBLeftMiddleInNodeId,
201  kFBLeftMiddleDNodeId,
202  kFBLeftRingInNodeId,
203  kFBLeftRingDNodeId,
204  kFBLeftPinkyInNodeId,
205  kFBLeftPinkyDNodeId,
206  kFBRightThumbInNodeId,
207  kFBRightThumbDNodeId,
208  kFBRightIndexInNodeId,
209  kFBRightIndexDNodeId,
210  kFBRightMiddleInNodeId,
211  kFBRightMiddleDNodeId,
212  kFBRightRingInNodeId,
213  kFBRightRingDNodeId,
214  kFBRightPinkyInNodeId,
215  kFBRightPinkyDNodeId,
216 
227 
228  kFBLeftFootThumbInNodeId,
229  kFBLeftFootThumbANodeId,
230  kFBLeftFootThumbBNodeId,
231  kFBLeftFootThumbCNodeId,
232  kFBLeftFootThumbDNodeId,
233  kFBLeftFootIndexInNodeId,
234  kFBLeftFootIndexANodeId,
235  kFBLeftFootIndexBNodeId,
236  kFBLeftFootIndexCNodeId,
237  kFBLeftFootIndexDNodeId,
238  kFBLeftFootMiddleInNodeId,
239  kFBLeftFootMiddleANodeId,
240  kFBLeftFootMiddleBNodeId,
241  kFBLeftFootMiddleCNodeId,
242  kFBLeftFootMiddleDNodeId,
243  kFBLeftFootRingInNodeId,
244  kFBLeftFootRingANodeId,
245  kFBLeftFootRingBNodeId,
246  kFBLeftFootRingCNodeId,
247  kFBLeftFootRingDNodeId,
248  kFBLeftFootPinkyInNodeId,
249  kFBLeftFootPinkyANodeId,
250  kFBLeftFootPinkyBNodeId,
251  kFBLeftFootPinkyCNodeId,
252  kFBLeftFootPinkyDNodeId,
253  kFBRightFootThumbInNodeId,
254  kFBRightFootThumbANodeId,
255  kFBRightFootThumbBNodeId,
256  kFBRightFootThumbCNodeId,
257  kFBRightFootThumbDNodeId,
258  kFBRightFootIndexInNodeId,
259  kFBRightFootIndexANodeId,
260  kFBRightFootIndexBNodeId,
261  kFBRightFootIndexCNodeId,
262  kFBRightFootIndexDNodeId,
263  kFBRightFootMiddleInNodeId,
264  kFBRightFootMiddleANodeId,
265  kFBRightFootMiddleBNodeId,
266  kFBRightFootMiddleCNodeId,
267  kFBRightFootMiddleDNodeId,
268  kFBRightFootRingInNodeId,
269  kFBRightFootRingANodeId,
270  kFBRightFootRingBNodeId,
271  kFBRightFootRingCNodeId,
272  kFBRightFootRingDNodeId,
273  kFBRightFootPinkyInNodeId,
274  kFBRightFootPinkyANodeId,
275  kFBRightFootPinkyBNodeId,
276  kFBRightFootPinkyCNodeId,
277  kFBRightFootPinkyDNodeId,
278 
289 
290  kFBLeftHandNodeId,
291  kFBRightHandNodeId,
292  kFBNeck1NodeId,
293  kFBNeck2NodeId,
294  kFBNeck3NodeId,
295  kFBNeck4NodeId,
296  kFBNeck5NodeId,
297  kFBNeck6NodeId,
298  kFBNeck7NodeId,
299  kFBNeck8NodeId,
300  kFBNeck9NodeId,
301 
302  kFBHipsTranslationNodeId,
303 
304  // -- HIK 2016.5 new leaf roll nodes --
305  // this should be consistent with HipsNodeId defined in kernel\humanik.h
306  // so HIKNodeTypeFromNodeId & HIKNodeIndexFromNodeId could map to correct
307  // data.
308  // kFBLastNodeId_Old represent last id before introduction of new roll bone for
309  // previous solvers. First new roll bone id equals to ensure continuity
310  kFBLastNodeId_Old,
311  kFBLeftHipRollNode1Id = kFBLastNodeId_Old,
319 
328 
337 
346 
355 
356  kFBLastNodeId
357 };
358 
360 const int kFBLastActorNodeId = ( kFBHeadNodeId + 1 );
361 
364 {
365  kFBInvalidEffectorId = -1,
366  kFBHipsEffectorId = 0,
367  kFBLeftAnkleEffectorId,
368  kFBRightAnkleEffectorId,
369  kFBLeftWristEffectorId,
370  kFBRightWristEffectorId,
371  kFBLeftKneeEffectorId,
372  kFBRightKneeEffectorId,
373  kFBLeftElbowEffectorId,
374  kFBRightElbowEffectorId,
375  kFBChestOriginEffectorId,
376  kFBChestEndEffectorId,
377  kFBLeftFootEffectorId,
378  kFBRightFootEffectorId,
379  kFBLeftShoulderEffectorId,
380  kFBRightShoulderEffectorId,
381  kFBHeadEffectorId,
382  kFBLeftHipEffectorId,
383  kFBRightHipEffectorId,
384  // -- New effector for 2.0 --
385  kFBLeftHandEffectorId,
386  kFBRightHandEffectorId,
387  kFBLeftHandThumbEffectorId,
388  kFBLeftHandIndexEffectorId,
389  kFBLeftHandMiddleEffectorId,
390  kFBLeftHandRingEffectorId,
391  kFBLeftHandPinkyEffectorId,
392  kFBLeftHandExtraFingerEffectorId,
393  kFBRightHandThumbEffectorId,
394  kFBRightHandIndexEffectorId,
395  kFBRightHandMiddleEffectorId,
396  kFBRightHandRingEffectorId,
397  kFBRightHandPinkyEffectorId,
398  kFBRightHandExtraFingerEffectorId,
399  kFBLeftFootThumbEffectorId,
400  kFBLeftFootIndexEffectorId,
401  kFBLeftFootMiddleEffectorId,
402  kFBLeftFootRingEffectorId,
403  kFBLeftFootPinkyEffectorId,
404  kFBLeftFootExtraFingerEffectorId,
405  kFBRightFootThumbEffectorId,
406  kFBRightFootIndexEffectorId,
407  kFBRightFootMiddleEffectorId,
408  kFBRightFootRingEffectorId,
409  kFBRightFootPinkyEffectorId,
410  kFBRightFootExtraFingerEffectorId,
411  kFBLastEffectorId
412 };
413 
416 {
417  FBEffectorSetDefault = 0,
418  FBEffectorSetAux1,
419  FBEffectorSetAux2,
420  FBEffectorSetAux3,
421  FBEffectorSetAux4,
422  FBEffectorSetAux5,
423  FBEffectorSetAux6,
424  EFBffectorSetAux7,
425  FBEffectorSetAux8,
426  FBEffectorSetAux9,
427  FBEffectorSetAux10,
428  FBEffectorSetAux11,
429  FBEffectorSetAux12,
430  FBEffectorSetAux13,
431  FBEffectorSetAux14,
432  FBLastEffectorSetIndex
433 };
434 
437 {
438  FBLeftHandMemberIndex,
439  FBRightHandMemberIndex,
440  FBLeftFootMemberIndex,
441  FBRightFootMemberIndex,
442  FBLastCharacterMember
443 };
444 
447 {
461 };
462 
463 
464 
467 {
468  kFBCharacterInputActor,
469  kFBCharacterInputCharacter,
470  kFBCharacterInputMarkerSet,
471  kFBCharacterOutputMarkerSet,
472  kFBCharacterInputStance,
473  kFBCharacterInputMoCap
474 };
475 FB_DEFINE_ENUM( FBSDK_DLL, CharacterInputType );
476 
479 {
480  kFBCharacterKeyingFullBody,
481  kFBCharacterKeyingBodyPart,
482  kFBCharacterKeyingSelection,
483  kFBCharacterKeyingFullBodyNoPull,
484 };
485 FB_DEFINE_ENUM( FBSDK_DLL, CharacterKeyingMode );
486 
489 {
490  kFBCharacterResetPropertiesAll,
491  kFBCharacterResetPropertiesSolving,
492  kFBCharacterResetPropertiesDefinition
493 };
494 
497 {
498  kFBCharacterPlotOnControlRig,
499  kFBCharacterPlotOnSkeleton
500 };
501 FB_DEFINE_ENUM( FBSDK_DLL, CharacterPlotWhere );
502 
505 {
506  kFBParamHipsTranslationWorldRigid = 0,
507  kFBParamHipsTranslationBodyRigid,
508  kFBLastHipsTranslationMode
509 };
510 FB_DEFINE_ENUM( FBSDK_DLL, CharacterHipsTranslationMode );
511 
514 {
515  kFBParamRollSolver70 = 0,
516  kFBParamRollSolver75,
517  kFBLastRollSolver
518 };
519 FB_DEFINE_ENUM( FBSDK_DLL, CharacterRollSolver );
520 
523 {
524  kFBParamContactNeverSync = 0,
525  kFBParamContactSyncOnKey,
526  kFBParamContactAlwaysSync,
527  kFBLastContactBehaviour
528 };
529 FB_DEFINE_ENUM( FBSDK_DLL, CharacterContactBehaviour );
530 
533 {
534  kFBControlSetTypeNone = 0,
535  kFBControlSetTypeFKIK,
536  kFBControlSetTypeIKOnly
537 };
538 FB_DEFINE_ENUM( FBSDK_DLL, ControlSetType );
539 
542 {
543  kFBSkeletonNotTracked = 0,
544  kFBSkeletonPositionOnly,
545  kFBSkeletonTracked
546 };
547 FB_DEFINE_ENUM( FBSDK_DLL, SkeletonTrackingState );
548 
551 {
552  kFBSkeletonJointNotTracked = 0,
553  kFBSkeletonJointInferred,
554  kFBSkeletonJointTracked
555 };
556 FB_DEFINE_ENUM( FBSDK_DLL, SkeletonJointTrackingState );
557 
560 {
561  FBCalibrationNoRequest = 0,
562  FBCalibrationInProcessing,
563  FBCalibrationSuccessfully
564 };
565 FB_DEFINE_ENUM( FBSDK_DLL, CalibrationState );
566 
569 {
574 };
575 FB_DEFINE_ENUM( FBSDK_DLL, VisibilityState );
576 
581 FBSDK_DLL const char* FBCharacterBodyNodeNameFromId( FBBodyNodeId pBodyNodeId );
582 
587 FBSDK_DLL const char* FBCharacterEffectorNameFromId( FBEffectorId pEffectorId );
588 
590 // FBMarkerSet - Marker set for an actor
593 FB_DEFINE_COMPONENT( FBSDK_DLL, MarkerSet );
595 
598 
604 {
605  //--- Open Reality declaration.
607 public:
613  FBMarkerSet(const char* pName, HIObject pObject=NULL);
614 
618  FBModel* GetReferenceModel( );
619 
623  void SetReferenceModel( FBModel* pReferenceModel );
624 
630  FBModel* GetMarkerModel( FBSkeletonNodeId pNodeId, int pMarkerIndex );
631 
637  void SetMarkerModel( FBSkeletonNodeId pNodeId, int pMarkerIndex, FBModel* pModel );
638 
643  bool SetMultipleMarkerModels( FBModelList* pModelList );
644 
650  const char* GetMarkerName( FBSkeletonNodeId pNodeId, int pMarkerIndex );
651 
657  void SetMarkerName( FBSkeletonNodeId pNodeId, int pMarkerIndex, const char* pMarkerName );
658 
660 
665  void GetMarkerTOffset( FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector* pTOffset );
666  void SetMarkerTOffset( FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector* pTOffset );
668 
670 
675  void GetMarkerROffset( FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector* pROffset );
676  void SetMarkerROffset( FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector* pROffset );
678 
684  bool GetMarkerOriented( FBSkeletonNodeId pNodeId, int pMarkerIndex );
685 
691  void SetMarkerOriented( FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pIsOriented );
692 
698  bool GetMarkerUsed( FBSkeletonNodeId pNodeId, int pMarkerIndex );
699 
705  void SetMarkerUsed( FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pUsed );
706 
711  int GetMarkerCount( FBSkeletonNodeId pNodeId = kFBSkeletonInvalidIndex );
712 
717  int GetUsedMarkerCount( FBSkeletonNodeId pNodeId = kFBSkeletonInvalidIndex );
718 
725  int AddMarker( FBSkeletonNodeId pNodeId, FBModel* pModel = NULL, bool pIsOriented = false );
726 
730  void SetMarkerSetVisibility(bool pVisibility);
731 
735  int GetMarkerSetVisibility();
736 
740  bool GetLinkToModelOk();
741 
745  void BeginTransaction( );
746 
750  void EndTransaction( );
751 
752 };
753 
755 // FBControlSet - Control set for an actor
758 FB_DEFINE_COMPONENT( FBSDK_DLL, ControlSet );
759 
765 {
766  //--- Open Reality declaration.
768 public:
774  FBControlSet(const char* pName, HIObject pObject=NULL);
775 
779  FBModel* GetReferenceModel( );
780 
784  const char* GetReferenceName( );
785 
790  int GetIKEffectorIndex(FBModel* pModel);
796  FBModel* GetIKEffectorModel(FBEffectorId pEffectorIndex, int pPivotIndex = 0);
800  int GetIKEffectorPivotCount(FBEffectorId pEffectorIndex);
805  const char* GetIKEffectorName(FBEffectorId pEffectorIndex);
806 
807 
808 
813  int GetFKIndex(FBModel* pModel);
818  FBModel* GetFKModel(int pIndex);
823  const char* GetFKName(int pIndex);
824 
828  int GetFKCount();
829 
830 
831 
832  FBPropertyControlSetType ControlSetType;
835 };
836 
843 {
844 public:
849  void GetNodeMatrix(FBBodyNodeId pNodeId, FBMatrix &pNodeGlobalMatrix);
850 };
851 
858 {
859 public:
864  void GetEffectorMatrix(FBEffectorId pEffectorId, FBMatrix &pEffectorGlobalMatrix);
865 
871  void GetReach(FBEffectorId pEffectorId, double &pReachT, double &pReachR);
872 };
873 
875 // FBCharacterMarkerSet - Marker set for an character
878 FB_DEFINE_COMPONENT( FBSDK_DLL, CharacterMarkerSet );
879 
885 {
886  //--- Open Reality declaration.
888 public:
894  FBCharacterMarkerSet(const char* pName, HIObject pObject=NULL);
895 
901  void ReadCtrlSetAndEffectorState(FBControlSetState* pFKState, FBEffectorSetState* pIKState, FBEvaluateInfo* pEvaluateInfo);
902 
906  FBProperty* GetMarkersProperty(FBBodyNodeId pNodeId);
907 
911  FBProperty* GetExtractionProperty(FBBodyNodeId pNodeId);
912 
917  FBProperty* GetSnapProperty(FBBodyNodeId pNodeId, FBModelTransformationType pWhat);
918 };
919 
926 {
927 public:
932  void GetNodeMatrix(FBSkeletonNodeId pSkeletonId, FBMatrix &pSkeletonGlobalMatrix);
933 };
934 
936 // FBActor - Representation of an actor
940 
943 {
946 };
947 
989 {
990  //--- Open Reality declaration.
992 public:
998  FBActor(const char* pName, HIObject pObject=NULL);
999 
1003  virtual void FBDelete();
1004 
1005  FBPropertyMarkerSet MarkerSet;
1006  FBPropertyMarkerSet OutputMarkerSet;
1007 
1013 
1038 
1043 
1048 
1053 
1058 
1063 
1068 
1073 
1078 
1083 
1086 
1089 
1092 
1095 
1098 
1101 
1104 
1107 
1110 
1113 
1116 
1119 
1122 
1125 
1128 
1131 
1134 
1137 
1140 
1143 
1146 
1153 
1160 
1167 
1174 
1181 
1188 
1195 
1202 
1209 
1216 
1218 
1220 
1224  virtual bool Snap( FBRecalcMarkerSetOffset pRecalcOffset );
1225 
1226 
1230  void UpdateValues( FBEvaluateInfo* pEvalInfo );
1231 
1237  void SetDefinitionScaleVector( FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate = true );
1238 
1243  void GetDefinitionScaleVector( FBSkeletonNodeId pSkeletonId, FBVector3d &pScaleVector );
1244 
1250  void SetDefinitionRotationVector( FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate = true );
1251 
1255  void SetActorTranslation( FBVector3d pTranslationVector );
1256 
1260  FBSkeletonState* GetDefaultSkeletonState ();
1261 
1267  FBSkeletonState* GetCurrentSkeletonState (bool pResetOrientation=false);
1268 
1272  FBModel* GetLeftGloveReferenceModel( );
1273 
1277  void SetLeftGloveReferenceModel( FBModel* pReferenceModel );
1278 
1282  FBModel* GetRightGloveReferenceModel( );
1283 
1287  void SetRightGloveReferenceModel( FBModel* pReferenceModel );
1288 
1289 private:
1290  FBSkeletonState* mDefaultSkeletonState;
1291  FBSkeletonState* mCurrentSkeletonState;
1292 };
1293 
1300 {
1301 public:
1302 
1306  FBMocapJointsState(int pSkeletonJointsCount);
1307  ~FBMocapJointsState();
1308 
1316 };
1317 
1319 // FBCharacter - Representation of a character
1323 FB_DEFINE_COMPONENT( FBSDK_DLL, Character );
1324 
1365 {
1366  //--- Open Reality declaration.
1368 public:
1374  FBCharacter(const char* pName, HIObject pObject=NULL);
1375 
1376  IObject_Declare(K_IMPLEMENTATION); // Interface to IObject.
1377 
1381  virtual void FBDelete();
1382 
1384  FBCharacter* Clone();
1385 
1386  FBPropertyCharacterInputType InputType;
1387  FBPropertyCharacterKeyingMode KeyingMode;
1388  FBPropertyActor InputActor;
1389  FBPropertyCharacter InputCharacter;
1391 
1393 
1397  void CycleAnalysisCurrentCharacter();
1398 
1402  FBCycleAnalysisNode* GetCycleAnalysisNode();
1403 
1407  void AddCharacterExtension(FBCharacterExtension* pExt);
1408 
1412  void RemoveCharacterExtension(FBCharacterExtension* pExt);
1413 
1417  FBModel* GetModel( FBBodyNodeId pBodyNodeId );
1418 
1423  void GetSkinModelList( FBModelList& pSkinModelList );
1424 
1428  FBBodyNodeId GetIndexByModel( FBModel* pModel );
1429 
1433  FBModel* GetCtrlRigModel( FBBodyNodeId pBodyNodeId );
1434 
1438  FBBodyNodeId GetCtrlRigIndexByModel( FBModel* pModel );
1439 
1445  FBModel* GetEffectorModel( FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID = FBEffectorSetDefault );
1446 
1451  FBModel* GetFloorContactModel( FBFloorContactID pMemberIndex );
1452 
1456  FBModel* GetGoalModel( FBBodyNodeId pBodyNodeId );
1457 
1458  /* Get The Translation Offset associated to the given BodyPart
1459  * \param pTVector The Translation Offset
1460  */
1461  void GetTOffset( FBBodyNodeId pBodyNodeId, FBTVector* pTVector );
1462 
1463  /* Get The Rotation Offset associated to the given BodyPart
1464  * \param pRVector The Rotation Offset
1465  */
1466  void GetROffset( FBBodyNodeId pBodyNodeId, FBRVector* pRVector );
1467 
1468  /* Get The Scaling Offset associated to the given BodyPart
1469  * \param pTVector The Scaling Offset
1470  */
1471  void GetSOffset( FBBodyNodeId pBodyNodeId, FBSVector* pSVector );
1472 
1473  /* Get The Transform Offset associated to the given BodyPart
1474  * \param pOffsetMatrix The Translation, Rotation and Scaling Offset
1475  */
1476  void GetTransformOffset( FBBodyNodeId pBodyNodeId, FBMatrix *pOffsetMatrix );
1477 
1478  /* Get The Parent Rotation Offset associated to the given BodyPart
1479  * \param pRVector The Rotation Offset
1480  */
1481  void GetParentROffset( FBBodyNodeId pBodyNodeId, FBRVector* pRVector );
1482 
1489  virtual bool PlotAnimation( FBCharacterPlotWhere pPlotWhere, FBPlotOptions* pPlotOptions );
1490 
1494  bool ReadyForRetarget();
1495 
1499  void Retarget( bool pOnBaseLayer );
1500 
1503  void CopyAnimation();
1504 
1508  virtual void ResetProperties( FBCharacterResetProperties pType );
1509 
1516  void SelectModels( bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions );
1517 
1522  void GoToStancePose( bool pPushUndo = false, bool pIncludeCharacterExtensions = true );
1523 
1527  void SetMocapCalibrationState(FBCalibrationState pState);
1528 
1532  FBCalibrationState GetMocapCalibrationState();
1533 
1541  void SetupDeviceMocap(FBDevice* pDevice, int pSkeletonJointsCount, FBBodyNodeId* pSkeletonJointsOrder );
1542 
1547  void SetSensorFloorOffset(double pSensorFloorOffset);
1548 
1553  void PassDeviceMocapData(FBMocapJointsState* pDeviceMocapData);
1554 
1559  bool SetCharacterizeOn( bool pSetAsBiped );
1560 
1564  const char * GetCharacterizeError();
1565 
1568  void SetCharacterizeOff();
1569 
1573  bool GetCharacterize();
1574 
1579  bool CreateControlRig(bool pSetFKIK);
1580 
1586  void ConnectControlRig(FBControlSet* pControlSet, bool pUpdateLimit, bool pResetHierarchy);
1587 
1590  void DisconnectControlRig();
1591 
1599  bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100);
1600 
1605  FBControlSet * GetCurrentControlSet(bool pForce = false);
1606 
1611  bool CreateCharacterMarkerSet(bool pSetActive);
1612 
1617  FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce = false);
1618 
1623  bool IsParentNodeOffset( FBBodyNodeId pNodeId );
1624 
1628  FBCharacterSolver *GetExternalSolver();
1629 
1633  void SetExternalSolver(int pIndex);
1634 
1638  void SetExternalSolver(FBCharacterSolver* pSolver);
1639 
1643  void GetActiveBodyPart(bool* pActivePart);
1644 
1649  bool IsRotationPin(FBEffectorId pEffectorIndex);
1650 
1656  bool SetRotationPin(FBEffectorId pEffectorIndex, bool pValue);
1657 
1662  bool IsTranslationPin(FBEffectorId pEffectorIndex);
1663 
1669  bool SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue);
1670 
1674  bool IsCtrlSetReady();
1675 
1679  bool IsPlottingActorToCtrlRig();
1680 
1684  FBControlSetState* GetControlSetEvaluationCache(FBEvaluateInfo* pEvaluateInfo);
1685 
1689  FBEffectorSetState* GetEffectorEvaluationCache(FBEvaluateInfo* pEvaluateInfo);
1690 
1694  void MirrorCharacterExtensions(FBEvaluateInfo* pEvaluateInfo);
1695 
1699  FBVisibilityState GetIKVisibility();
1700 
1705  bool SetIKVisibility( bool pState );
1706 
1710  FBVisibilityState GetFKVisibility();
1711 
1716  bool SetFKVisibility( bool pState );
1717 
1721  FBVisibilityState GetSkeletonVisibility();
1722 
1727  bool SetSkeletonVisibility( bool pState );
1728 
1731 
1733  // ParamModifier
1740  FBPropertyCharacterHipsTranslationMode HipsTranslationMode;
1747  FBPropertyCharacterRollSolver RollSolver;
1748  FBPropertyCharacterContactBehaviour ContactBehaviour;
1749 
1750  FBPropertyAnimatableDouble ScaleCompensation;
1751  FBPropertyAnimatableDouble HipsHeightCompensation;
1752  FBPropertyAnimatableDouble AnkleHeightCompensation;
1753  FBPropertyAnimatableDouble AnkleProximityCompensation;
1754 
1758 
1763 
1768 
1773 
1778 
1783 
1788 
1793 
1798 
1803 };
1804 
1805 
1807 // Property List: MarkerSet
1809 
1814 {
1815 public:
1821  FBMarkerSet* operator[](int pIndex);
1826  virtual int Duplicate(int pIndex);
1827 };
1828 
1830 // Property List: CharacterMarkerSet
1832 
1837 {
1838 public:
1844  FBCharacterMarkerSet* operator[](int pIndex);
1845 };
1846 
1848 // Property List: ControlSet
1850 
1855 {
1856 public:
1862  FBControlSet* operator[](int pIndex);
1863 };
1864 
1866 // Property List: Actor
1868 
1873 {
1874  public:
1880  FBActor* operator[]( int pIndex );
1885  virtual int Duplicate( int pIndex );
1886 };
1887 
1888 
1890 // Property List: Character
1893 
1899 {
1900  public:
1906  FBCharacter* operator[]( int pIndex );
1911  virtual int Duplicate( int pIndex );
1912 };
1913 
1914 //Helpers
1915 
1920 
1926 
1932 
1938 
1943 
1948 
1953 
1958 
1963 
1968 FBSDK_DLL bool FBSetActorMarkerSetVisibility(bool pShow);
1969 
1974 FBSDK_DLL bool FBLoadCharacterPinningPreset( const char* pPresetName );
1975 
1981 FBSDK_DLL bool FBSaveCharacterPinningPreset( const char* pPresetName, bool pAllowOverwriting = false );
1982 
1987 FBSDK_DLL bool FBDeleteCharacterPinningPreset( const char* pPresetName );
1988 
1989 #ifdef FBSDKUseNamespace
1990  }
1991 #endif
1992 #endif /* _FB_CHARACTER_H_ */
New extra finger bone.
Definition: fbcharacter.h:281
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1050
FBPropertyCharacterInputType InputType
Read Write Property: The input type for the character (ex: Actor).
Definition: fbcharacter.h:1386
FBPropertyAnimatableVector3d NeckOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1087
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
Read Write Property: Hips Translation Mode.
Definition: fbcharacter.h:1740
Constraint class.
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1772
New extra finger bone.
Definition: fbcharacter.h:288
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
Definition: fbcharacter.h:1800
FBPropertyAnimatableVector3d LeftPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1180
FBPropertyAnimatableVector3d RightFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1145
FBPropertyAnimatableVector3d RightWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1114
#define __FBClassDeclare(Name, Parent)
For internal use only.
Definition: fbcomponent.h:132
FBPropertyAnimatableVector3d LeftIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1158
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1766
FBPropertyAnimatableVector3d RightMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1199
FBPropertyAnimatableVector3d LeftRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1168
PropertyList: MarkerSet.
Definition: fbcharacter.h:1854
FBPropertyAnimatableVector3d LeftThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1147
Left Hand Body Part.
Definition: fbcharacter.h:456
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1047
FBControlSetType
Character ControlSet type.
Definition: fbcharacter.h:532
Marker set class.
Definition: fbcharacter.h:603
FBPropertyAnimatableVector3d LeftPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1179
FBPropertyVector3d RightElbowPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1031
Base Device class. Cannot be instantiated from Python.
Definition: fbcore.h:777
FBPropertyAnimatableVector3d LeftIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1159
Right Foot Body Part.
Definition: fbcharacter.h:459
FBPropertyAnimatableVector3d RightPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1210
FBPropertyListCharacterExtension CharacterExtensions
List: Character Extensions in the character.
Definition: fbcharacter.h:1392
FBPropertyAnimatableVector3d RightCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1097
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1782
PropertyList: Concrete class for PropertyList of component
Definition: fbcomponent.h:549
New leaf roll bone.
Definition: fbcharacter.h:338
FBPropertyBool RightKneeKillPitch
Read Write Property: is Pitch used for Right knee.
Definition: fbcharacter.h:1737
FBPropertyAnimatableVector3d HeadOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1084
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1767
FBPropertyAnimatableVector3d RightHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1127
FBTVector * mSkeletonJointsPositions
Positions of each joint.
Definition: fbcharacter.h:1313
FBPropertyVector3d RightHipPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1019
FBPropertyAnimatableVector3d LeftAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1136
New leaf roll bone.
Definition: fbcharacter.h:344
FBPropertyVector3d RightFootPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1022
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBPropertyColor BodyColor
Read Write Property: The color of the body of the actor.
Definition: fbcharacter.h:1008
Any object requested is visible.
Definition: fbcharacter.h:570
FBCharacterResetProperties
Character Reset Properties Type.
Definition: fbcharacter.h:488
FBPropertyAnimatableVector3d RightHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1126
FBPropertyAnimatableVector3d LeftThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1148
Template class to contain an array of items.
Definition: fbarray.h:77
FBPropertyAnimatableVector3d WaistOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1118
FBPropertyAnimatableVector3d LeftCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1093
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1052
New extra finger bone.
Definition: fbcharacter.h:282
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1071
FBPropertyAnimatableVector3d LeftHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1123
FBPropertyAnimatableVector3d RightRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1208
FBPropertyAnimatableVector3d LeftIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1157
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1062
FBPropertyVector3d RightShoulderPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1030
FBPropertyAnimatableVector3d RightPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1215
FBPropertyAnimatableVector3d LeftMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1161
New extra finger bone.
Definition: fbcharacter.h:286
FBPropertyAnimatableVector3d RightThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1185
K_DLLIMPORT FBCharacter * FBGetCharacterByAssociatedPart(FBComponent *pPart)
Get character by its associated IK/FK Marker or Bone.
Contraint classes.
New leaf roll bone.
Definition: fbcharacter.h:350
FBPropertyAnimatableVector3d RightPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1214
FBPropertyAnimatableVector3d RightIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1192
Basic string class.
Definition: fbstring.h:66
FBPropertyBool MirrorMode
Read Write Property: is in mirror mode.
Definition: fbcharacter.h:1734
FBVisibilityState
Visibility state.
Definition: fbcharacter.h:568
FBPropertyAnimatableVector3d RightPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1212
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1774
FBPropertyAnimatableVector3d LeftShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1099
FBPropertyDouble MarkerSetSize
Read Write Property: The size of the markers of the actor.
Definition: fbcharacter.h:1011
New leaf roll bone.
Definition: fbcharacter.h:323
FBPropertyAnimatableVector3d RightKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1132
FBEffectorSetID
Effector ID identifier.
Definition: fbcharacter.h:415
New extra finger bone.
Definition: fbcharacter.h:279
Left Leg Body Part.
Definition: fbcharacter.h:453
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1064
K_DLLIMPORT const char * FBCharacterBodyNodeNameFromId(FBBodyNodeId pBodyNodeId)
Get the UI name associated with a body node.
FBPropertyAnimatableVector3d LeftMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1164
Required.
Definition: fbcharacter.h:127
FBPropertyCharacterContactBehaviour ContactBehaviour
Read Write Property: Contact Behavior selection.
Definition: fbcharacter.h:1748
FBPropertyBool InverseRightElbow
Read Write Property: Is right elbow inverted.
Definition: fbcharacter.h:1746
New leaf roll bone.
Definition: fbcharacter.h:325
FBPropertyBool InverseLeftKnee
Read Write Property: Is left knee inverted.
Definition: fbcharacter.h:1743
New extra finger bone.
Definition: fbcharacter.h:225
FBPropertyAnimatableVector3d LeftIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1154
FBPropertyAnimatableVector3d RightThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1182
FBPropertyAnimatableVector3d RightRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1204
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1771
Property: Base property class.
Definition: fbproperties.h:192
New leaf roll bone.
Definition: fbcharacter.h:340
FBPropertyAnimatableVector3d LeftShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1100
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1044
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1045
FBPropertyAnimatableVector3d WaistOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1117
New leaf roll bone.
Definition: fbcharacter.h:342
FBPropertyBool RightElbowKillPitch
Read Write Property: is Pitch used for Right elbow.
Definition: fbcharacter.h:1739
Right Leg Body Part.
Definition: fbcharacter.h:454
No part selected.
Definition: fbcharacter.h:448
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1039
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1056
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1777
FBBodyPartId
Body part for character.
Definition: fbcharacter.h:446
FBPropertyBool ManipulateOffsets
Read Write Property: Flag to compute offsets while manipulating. If it is set to false, the manipulator is re-snapping as before. If it is set to true, offsets properties (T and R) are computed and candidated instead.
Definition: fbcharacter.h:1217
New leaf roll bone.
Definition: fbcharacter.h:315
New leaf roll bone.
Definition: fbcharacter.h:351
New leaf roll bone.
Definition: fbcharacter.h:341
FBPropertyCharacter InputCharacter
Read Write Property: The index of the character used for the input.
Definition: fbcharacter.h:1389
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1762
FBPropertyAnimatableVector3d LeftRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1171
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
FBCharacterPlotWhere
Where to plot a character.
Definition: fbcharacter.h:496
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1074
Chest Body Part.
Definition: fbcharacter.h:450
New leaf roll bone.
Definition: fbcharacter.h:316
FBCharacterInputType
Character Input/Output types.
Definition: fbcharacter.h:466
FBPropertyVector3d LeftWristPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1028
FBPropertyAnimatableVector3d RightAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1138
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1784
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1051
FBPropertyAnimatableVector3d RightThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1184
Hips Body Part.
Definition: fbcharacter.h:449
New leaf roll bone.
Definition: fbcharacter.h:321
New leaf roll bone.
Definition: fbcharacter.h:317
FBMatrix * mSkeletonJointsGlobalOrientations
Global orientations of each bone.
Definition: fbcharacter.h:1314
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1781
FBPropertyVector3d LeftAnklePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1017
FBPropertyAnimatableVector3d RightMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1201
New leaf roll bone.
Definition: fbcharacter.h:335
New extra finger bone.
Definition: fbcharacter.h:220
FBPropertyAnimatableVector3d HipsOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1121
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
Definition: fbproperties.h:148
int mSkeletonJointsCount
Number of joints according to specific motion capture device.
Definition: fbcharacter.h:1309
__FB_FORWARD(FBControlSetState)
Control Set State class.
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1770
FBPropertyAnimatableVector3d LeftPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1175
New leaf roll bone.
Definition: fbcharacter.h:343
FBPropertyAnimatableVector3d LeftMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1166
FBPropertyVector3d LeftShoulderPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1026
FBPropertyAnimatableVector3d LeftWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1111
FBCharacterKeyingMode
Character keying modes.
Definition: fbcharacter.h:478
New extra finger bone.
Definition: fbcharacter.h:218
Required.
Definition: fbcharacter.h:147
FBPropertyAnimatableVector3d LeftAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1135
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1041
Invalid visibility request.
Definition: fbcharacter.h:573
FBPropertyAnimatableVector3d RightRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1203
FBSkeletonJointTrackingState * mSkeletonJointTrackingState
State of the skeleton joint tracking.
Definition: fbcharacter.h:1315
New leaf roll bone.
Definition: fbcharacter.h:330
New leaf roll bone.
Definition: fbcharacter.h:339
FBEffectorId
All effector nodes.
Definition: fbcharacter.h:363
Character extension interface for FBSDK.
const int kFBLastActorNodeId
Last Actor NodeId.
Definition: fbcharacter.h:360
New extra finger bone.
Definition: fbcharacter.h:287
New leaf roll bone.
Definition: fbcharacter.h:352
New leaf roll bone.
Definition: fbcharacter.h:332
Head Body Part.
Definition: fbcharacter.h:455
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
New extra finger bone.
Definition: fbcharacter.h:223
FBPropertyAnimatableVector3d LeftRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1170
Some objects (at least one, but not all) requested are visible.
Definition: fbcharacter.h:572
New leaf roll bone.
Definition: fbcharacter.h:327
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
Definition: fbcharacter.h:1080
FBPropertyAnimatableVector3d LeftFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1141
FBPropertyAnimatableVector3d RightShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1102
New leaf roll bone.
Definition: fbcharacter.h:313
FBPropertyAnimatableVector3d LeftPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1177
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1761
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1077
K_DLLIMPORT const char * FBCharacterEffectorNameFromId(FBEffectorId pEffectorId)
Get the UI name associated with an effector.
FBPropertyActor InputActor
Read Write Property: The index of the actor used for the input.
Definition: fbcharacter.h:1388
FBPropertyControlSetType ControlSetType
Read Property: the control Set Type (FKIK or IK).
Definition: fbcharacter.h:832
Character marker set class.
Definition: fbcharacter.h:884
Left Arm Body Part.
Definition: fbcharacter.h:451
FBPropertyAnimatableVector3d NeckOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1088
FBPropertyVector3d NeckPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1033
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?
Definition: fbcharacter.h:1390
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1765
FBPropertyAnimatableVector3d LeftWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1112
Four x Four (double) Matrix.
Definition: fbtypes.h:289
FBPropertyAnimatableVector3d LeftMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1163
PropertyList: MarkerSet.
Definition: fbcharacter.h:1813
FBPropertyAnimatableVector3d HipsOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1120
Recalculate MarkerSet offset for TR.
Definition: fbcharacter.h:944
FBPropertyVector3d RightWristPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1032
Three dimensional scaling vector.
Definition: fbtypes.h:565
FBPropertyAnimatableVector3d RightKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1133
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1759
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1764
FBPropertyMarkerSet MarkerSet
Read Write Property: Associated marker set.
Definition: fbcharacter.h:1005
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1779
FBPropertyAnimatableVector3d RightRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1207
New leaf roll bone.
Definition: fbcharacter.h:322
FBPropertyAnimatableVector3d HeadOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1085
FBPropertyAnimatableVector3d LeftRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1169
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1797
FBPropertyAnimatableVector3d RightIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1190
FBPropertyVector3d LeftFootPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1018
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges...
Definition: fbcharacter.h:1081
FBPropertyCharacterRollSolver RollSolver
Read Write Property: Roll Solver selection.
Definition: fbcharacter.h:1747
FBSkeletonNodeId
All Skeleton nodes.
Definition: fbcharacter.h:65
FBPropertyAnimatableVector3d LeftRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1172
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1055
K_DLLIMPORT void FBSetCharacterFingerTipsVisibility(bool pShow)
Sets visibility of the finger-tips of the current character.
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1769
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1785
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
Definition: fbcharacter.h:597
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1054
New leaf roll bone.
Definition: fbcharacter.h:329
FBPropertyAnimatableVector3d RightElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1109
#define FBSDKNamespace
FBSDKNamespace define.
Definition: fbversion.h:64
class K_DLLIMPORT FBPropertyBase< FBColor, kFBPT_ColorRGB > FBPropertyColor
FBPropertyColor type definition.
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1776
K_DLLIMPORT bool FBSaveCharacterPinningPreset(const char *pPresetName, bool pAllowOverwriting=false)
Saves a pinning preset from the current pinning values in the Character Controls Tool.
FBPropertyAnimatableVector3d LeftElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1106
FBString mCharacterizeError
Used to store SetCharacterizeOn errors and warnings.
Definition: fbcharacter.h:1730
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
Required.
Definition: fbcharacter.h:128
New leaf roll bone.
Definition: fbcharacter.h:348
FBPropertyAnimatableVector3d RightElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1108
Cycle Analysis class.
New leaf roll bone.
Definition: fbcharacter.h:334
FBPropertyAnimatableVector3d LeftMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1165
FBPropertyAnimatableVector3d RightFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1144
Objects Grouping class.
FBPropertyColor SkeletonColor
Read Write Property: The color of the skeleton of the actor.
Definition: fbcharacter.h:1009
FBPropertyAnimatableVector3d RightIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1191
K_DLLIMPORT bool FBDeleteCharacterPinningPreset(const char *pPresetName)
Deletes a pinning preset from the Character Controls Tool.
K_DLLIMPORT bool FBGetCharacterFloorContactsVisibility()
Queries visibility of the floor contacts of the current character.
PropertyList: Actor.
Definition: fbcharacter.h:1872
FBPropertyAnimatableVector3d RightThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1187
FBPropertyVector3d HipsPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1014
K_DLLIMPORT FBBodyPartId FBGetBodyNodeBodyPart(FBBodyNodeId pBodyNodeId)
return BodyPart ID from Bones.
New extra finger bone.
Definition: fbcharacter.h:283
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1775
New leaf roll bone.
Definition: fbcharacter.h:345
FBPropertyVector3d HeadPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1034
New extra finger bone.
Definition: fbcharacter.h:226
FBCalibrationState
Device Mocap character calibration state.
Definition: fbcharacter.h:559
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1061
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges...
Definition: fbcharacter.h:1801
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1046
FBPropertyAnimatableVector3d LeftHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1124
PropertyList: Character.
Definition: fbcharacter.h:1898
FBCharacterHipsTranslationMode
Character Hips Translation modes.
Definition: fbcharacter.h:504
Character extension property list.
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
Definition: fbcharacter.h:1799
FBBodyNodeId
All body nodes.
Definition: fbcharacter.h:124
double mFloorClipPlaneW
Floor Clip Plane W value for camera reposition.
Definition: fbcharacter.h:1310
FBPropertyAnimatableDouble ShoulderCorrection
Read Write Property: shoulder correction values.
Definition: fbcharacter.h:1735
FBPropertyAnimatableVector3d LeftIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1155
New extra finger bone.
Definition: fbcharacter.h:221
FBPropertyCharacterKeyingMode KeyingMode
Read Write Property: The current keying mode.
Definition: fbcharacter.h:1387
FBPropertyAnimatableVector3d ChestOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1090
New extra finger bone.
Definition: fbcharacter.h:284
FBSkeletonTrackingState mSkeletonTrackingState
State of the skeleton tracking.
Definition: fbcharacter.h:1311
Model class.
Definition: fbmodel.h:273
FBPropertyAnimatableVector3d RightPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1211
FBPropertyAnimatableVector3d LeftKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1130
FBPropertyBool LockZ
Read Write Property: Lock character skeleton in place on Z axis.
Definition: fbcharacter.h:1757
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1059
FBRecalcMarkerSetOffset
Recalculate MarkerSet offset for?
Definition: fbcharacter.h:942
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
Definition: fbcharacter.h:1802
FBPropertyAnimatableVector3d RightMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1197
FBPropertyAnimatableVector3d LeftThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1151
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
Definition: fbcharacter.h:1079
K_DLLIMPORT FBBodyPartId FBGetEffectorBodyPart(FBEffectorId pEffectorId)
return BodyPart ID from Effector.
FBPropertyAnimatableVector3d LeftThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1149
New leaf roll bone.
Definition: fbcharacter.h:336
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition: fbtypes.h:62
New extra finger bone.
Definition: fbcharacter.h:285
FBPropertyBool LeftElbowKillPitch
Read Write Property: is Pitch used for Left elbow.
Definition: fbcharacter.h:1738
FBPropertyBool SkeletonVisibility
Read Write Property: Show or Hide the Skeleton.
Definition: fbcharacter.h:1036
FBPropertyVector3d RightCollarPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1029
Control set class.
Definition: fbcharacter.h:764
class K_DLLIMPORT FBPropertyBaseAnimatable< double, kFBPT_double > FBPropertyAnimatableDouble
FBPropertyBaseAnimatableDouble type definition.
FBPropertyAnimatableVector3d RightRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1206
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1780
FBPropertyBool WriteReference
Read Write Property: are we writing back on reference.
Definition: fbcharacter.h:1741
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1065
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1040
FBPropertyAnimatableVector3d RightWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1115
FBPropertyVector3d WaistPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1023
FBPropertyAnimatableVector3d RightIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1194
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1796
K_DLLIMPORT bool FBGetCharacterFingerTipsVisibility()
Queries visibility of the finger-tips of the current character.
FBPropertyAnimatableVector3d RightPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1213
FBPropertyAnimatableVector3d LeftFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1142
New extra finger bone.
Definition: fbcharacter.h:224
FBPropertyVector3d RightAnklePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1021
FBPropertyAnimatableVector3d LeftElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1105
Recalculate MarkerSet offset for R Only.
Definition: fbcharacter.h:945
FBPropertyVector3d LeftHipPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1015
New leaf roll bone.
Definition: fbcharacter.h:314
FBPropertyAnimatableVector3d LeftPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1178
FBModelTransformationType
Types of transformation vector/matrices possible.
Definition: fbmodel.h:167
FBPropertyAnimatableVector3d RightIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1193
FBCharacterContactBehaviour
Character Contact Behaviour.
Definition: fbcharacter.h:522
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1795
FBPropertyBool LockY
Read Write Property: Lock character skeleton in place on Y axis.
Definition: fbcharacter.h:1756
New extra finger bone.
Definition: fbcharacter.h:222
FBSkeletonJointTrackingState
Device Mocap skeleton joint tracking state.
Definition: fbcharacter.h:550
FBCharacterRollSolver
Character Roll Solver version.
Definition: fbcharacter.h:513
New extra finger bone.
Definition: fbcharacter.h:217
FBPropertyAnimatableVector3d ChestOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1091
FBPropertyDouble FKOpacity
Read Write Property: Opacity value used on FK (between 0 and 100).
Definition: fbcharacter.h:834
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1794
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1069
Spine 1.
Definition: fbcharacter.h:137
FBPropertyAnimatableVector3d RightCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1096
FBPropertyAnimatableVector3d RightMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1198
FBPropertyAnimatableVector3d LeftThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1152
New leaf roll bone.
Definition: fbcharacter.h:320
Base class for constraints.
Definition: fbconstraint.h:134
FBPropertyAnimatableVector3d RightRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1205
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1049
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
Definition: fbtypes.h:438
New leaf roll bone.
Definition: fbcharacter.h:318
FBPropertyAnimatableVector3d LeftMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1162
New extra finger bone.
Definition: fbcharacter.h:280
New leaf roll bone.
Definition: fbcharacter.h:324
FBPropertyBool IKManip
Read Write Property: Access to the IK Manip mode. The IKManip property is shared for all actors...
Definition: fbcharacter.h:1219
FBPropertyBool SyncMode
Read Write Property: is character in sync mode.
Definition: fbcharacter.h:1742
FBSkeletonTrackingState
Device Mocap skeleton tracking state.
Definition: fbcharacter.h:541
FBPropertyBool InverseRightKnee
Read Write Property: Is right knee inverted.
Definition: fbcharacter.h:1744
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1066
New leaf roll bone.
Definition: fbcharacter.h:333
New leaf roll bone.
Definition: fbcharacter.h:326
FBPropertyBool PivotPointsVisibility
Read Write Property: Show or Hide the Pivot Points.
Definition: fbcharacter.h:1037
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1792
New leaf roll bone.
Definition: fbcharacter.h:354
FBPropertyColor PivotColor
Read Write Property: The color of the pivot points of the actor.
Definition: fbcharacter.h:1010
New leaf roll bone.
Definition: fbcharacter.h:312
FBPropertyVector3d LeftCollarPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1025
Left Foot Body Part.
Definition: fbcharacter.h:458
New leaf roll bone.
Definition: fbcharacter.h:331
Right Hand Body Part.
Definition: fbcharacter.h:457
FBPropertyAnimatableVector3d RightThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1186
FBPropertyVector3d RightKneePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1020
K_DLLIMPORT bool FBSetActorMarkerSetVisibility(bool pShow)
Sets visibility of the marker set of the current actor.
FBPropertyAnimatableVector3d RightThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1183
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1072
FBPropertyBool InverseLeftElbow
Read Write Property: Is left elbow inverted.
Definition: fbcharacter.h:1745
FBPropertyAnimatableVector3d RightAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1139
FBPropertyAnimatableVector3d LeftKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1129
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1760
FBPropertyAnimatableVector3d RightIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1189
FBTVector mSkeletonPosition
Position of the skeleton.
Definition: fbcharacter.h:1312
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
Definition: fbcharacter.h:51
MotionBuilder SDK base class.
Definition: fbcomponent.h:664
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1070
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1790
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1786
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1076
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1075
Right Arm Body Part.
Definition: fbcharacter.h:452
FBPropertyVector3d LeftKneePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1016
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
All objects requested are visible.
Definition: fbcharacter.h:571
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1789
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1787
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1042
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1057
New leaf roll bone.
Definition: fbcharacter.h:353
New extra finger bone.
Definition: fbcharacter.h:219
K_DLLIMPORT bool FBLoadCharacterPinningPreset(const char *pPresetName)
Loads a pinning preset in the Character Controls Tool.
K_DLLIMPORT FBCharacterKeyingMode FBGetCharactersKeyingMode()
return Character Manipulation/Keying Mode
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1791
FBPropertyAnimatableVector3d LeftPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1176
FBPropertyAnimatableVector3d LeftThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1150
Required, Spine 0.
Definition: fbcharacter.h:136
FBPropertyDouble PivotSize
Read Write Property: The size of the pivot points of the actor.
Definition: fbcharacter.h:1012
FBPropertyVector3d LeftElbowPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1027
Option parameters for plotting.
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
Definition: fbcharacter.h:1082
FBPropertyBool LeftKneeKillPitch
Read Write Property: is Pitch used for Left knee.
Definition: fbcharacter.h:1736
FBPropertyAnimatableVector3d LeftRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1173
FBPropertyAnimatableVector3d LeftCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1094
K_DLLIMPORT void FBSetCharacterFloorContactsVisibility(bool pShow)
Sets visibility of the floor contacts of the current character.
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1067
FBPropertyAnimatableVector3d RightMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1196
FBPropertyBool Visibility
Read Write Property: Show or Hide the Actor Body.
Definition: fbcharacter.h:1035
FBPropertyVector3d ChestPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1024
FBPropertyAnimatableVector3d RightMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1200
FBActor is used to link motion data to a character.
Definition: fbcharacter.h:988
PropertyList: CharacterMarkerSet.
Definition: fbcharacter.h:1836
A character is the link between a motion source and a character model.
Definition: fbcharacter.h:1364
FBPropertyMarkerSet OutputMarkerSet
Read Write Property: Associated output marker set.
Definition: fbcharacter.h:1006
AnimationNodeNotify evaluation information.
FBPropertyAnimatableVector3d RightShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1103
FBPropertyBool UseAxis
Read Write Property: is using axis.
Definition: fbcharacter.h:833
K_DLLIMPORT bool FBGetActorMarkerSetVisibility()
Queries visibility of the marker set of the current actor.
FBPropertyAnimatableVector3d LeftIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Definition: fbcharacter.h:1156
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Definition: fbcharacter.h:1060
FBPropertyBool LockX
Read Write Property: Lock character skeleton in place on X axis.
Definition: fbcharacter.h:1755
FBFloorContactID
Floor contact for the given index.
Definition: fbcharacter.h:436
New leaf roll bone.
Definition: fbcharacter.h:349
New leaf roll bone.
Definition: fbcharacter.h:311
New leaf roll bone.
Definition: fbcharacter.h:347