1 #ifndef __FBCHARACTER_H__ 2 #define __FBCHARACTER_H__ 46 #include <kaydaradef.h> 51 #define FBSDK_DLL K_DLLIMPORT 55 #include <fbsdk/fbcycleanalysisnode.h> 58 #ifdef FBSDKUseNamespace 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,
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,
126 kFBInvalidNodeId = -1,
142 kFBRightCollarNodeId,
148 kFBLeftHipRollNodeId,
149 kFBLeftKneeRollNodeId,
150 kFBRightHipRollNodeId,
151 kFBRightKneeRollNodeId,
152 kFBLeftShoulderRollNodeId,
153 kFBLeftElbowRollNodeId,
154 kFBRightShoulderRollNodeId,
155 kFBRightElbowRollNodeId,
170 kFBLeftMiddleANodeId,
171 kFBLeftMiddleBNodeId,
172 kFBLeftMiddleCNodeId,
179 kFBRightThumbANodeId,
180 kFBRightThumbBNodeId,
181 kFBRightThumbCNodeId,
182 kFBRightIndexANodeId,
183 kFBRightIndexBNodeId,
184 kFBRightIndexCNodeId,
185 kFBRightMiddleANodeId,
186 kFBRightMiddleBNodeId,
187 kFBRightMiddleCNodeId,
191 kFBRightPinkyANodeId,
192 kFBRightPinkyBNodeId,
193 kFBRightPinkyCNodeId,
196 kFBLeftThumbInNodeId,
198 kFBLeftIndexInNodeId,
200 kFBLeftMiddleInNodeId,
201 kFBLeftMiddleDNodeId,
204 kFBLeftPinkyInNodeId,
206 kFBRightThumbInNodeId,
207 kFBRightThumbDNodeId,
208 kFBRightIndexInNodeId,
209 kFBRightIndexDNodeId,
210 kFBRightMiddleInNodeId,
211 kFBRightMiddleDNodeId,
212 kFBRightRingInNodeId,
214 kFBRightPinkyInNodeId,
215 kFBRightPinkyDNodeId,
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,
302 kFBHipsTranslationNodeId,
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,
382 kFBLeftHipEffectorId,
383 kFBRightHipEffectorId,
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,
417 FBEffectorSetDefault = 0,
432 FBLastEffectorSetIndex
438 FBLeftHandMemberIndex,
439 FBRightHandMemberIndex,
440 FBLeftFootMemberIndex,
441 FBRightFootMemberIndex,
442 FBLastCharacterMember
468 kFBCharacterInputActor,
469 kFBCharacterInputCharacter,
470 kFBCharacterInputMarkerSet,
471 kFBCharacterOutputMarkerSet,
472 kFBCharacterInputStance,
473 kFBCharacterInputMoCap
480 kFBCharacterKeyingFullBody,
481 kFBCharacterKeyingBodyPart,
482 kFBCharacterKeyingSelection,
483 kFBCharacterKeyingFullBodyNoPull,
490 kFBCharacterResetPropertiesAll,
491 kFBCharacterResetPropertiesSolving,
492 kFBCharacterResetPropertiesDefinition
498 kFBCharacterPlotOnControlRig,
499 kFBCharacterPlotOnSkeleton
506 kFBParamHipsTranslationWorldRigid = 0,
507 kFBParamHipsTranslationBodyRigid,
508 kFBLastHipsTranslationMode
515 kFBParamRollSolver70 = 0,
516 kFBParamRollSolver75,
524 kFBParamContactNeverSync = 0,
525 kFBParamContactSyncOnKey,
526 kFBParamContactAlwaysSync,
527 kFBLastContactBehaviour
534 kFBControlSetTypeNone = 0,
535 kFBControlSetTypeFKIK,
536 kFBControlSetTypeIKOnly
543 kFBSkeletonNotTracked = 0,
544 kFBSkeletonPositionOnly,
552 kFBSkeletonJointNotTracked = 0,
553 kFBSkeletonJointInferred,
554 kFBSkeletonJointTracked
561 FBCalibrationNoRequest = 0,
562 FBCalibrationInProcessing,
563 FBCalibrationSuccessfully
613 FBMarkerSet(
const char* pName, HIObject pObject=NULL);
623 void SetReferenceModel(
FBModel* pReferenceModel );
643 bool SetMultipleMarkerModels(
FBModelList* pModelList );
657 void SetMarkerName(
FBSkeletonNodeId pNodeId,
int pMarkerIndex,
const char* pMarkerName );
691 void SetMarkerOriented(
FBSkeletonNodeId pNodeId,
int pMarkerIndex,
bool pIsOriented );
705 void SetMarkerUsed(
FBSkeletonNodeId pNodeId,
int pMarkerIndex,
bool pUsed );
717 int GetUsedMarkerCount(
FBSkeletonNodeId pNodeId = kFBSkeletonInvalidIndex );
730 void SetMarkerSetVisibility(
bool pVisibility);
735 int GetMarkerSetVisibility();
740 bool GetLinkToModelOk();
745 void BeginTransaction( );
750 void EndTransaction( );
784 const char* GetReferenceName( );
790 int GetIKEffectorIndex(
FBModel* pModel);
800 int GetIKEffectorPivotCount(
FBEffectorId pEffectorIndex);
805 const char* GetIKEffectorName(
FBEffectorId pEffectorIndex);
813 int GetFKIndex(
FBModel* pModel);
818 FBModel* GetFKModel(
int pIndex);
823 const char* GetFKName(
int pIndex);
871 void GetReach(
FBEffectorId pEffectorId,
double &pReachT,
double &pReachR);
998 FBActor(
const char* pName, HIObject pObject=NULL);
1003 virtual void FBDelete();
1255 void SetActorTranslation(
FBVector3d pTranslationVector );
1267 FBSkeletonState* GetCurrentSkeletonState (
bool pResetOrientation=
false);
1272 FBModel* GetLeftGloveReferenceModel( );
1277 void SetLeftGloveReferenceModel(
FBModel* pReferenceModel );
1282 FBModel* GetRightGloveReferenceModel( );
1287 void SetRightGloveReferenceModel(
FBModel* pReferenceModel );
1374 FBCharacter(
const char* pName, HIObject pObject=NULL);
1376 IObject_Declare(K_IMPLEMENTATION);
1381 virtual void FBDelete();
1397 void CycleAnalysisCurrentCharacter();
1423 void GetSkinModelList(
FBModelList& pSkinModelList );
1494 bool ReadyForRetarget();
1499 void Retarget(
bool pOnBaseLayer );
1503 void CopyAnimation();
1516 void SelectModels(
bool pSelect,
bool pApplyToCharacter,
bool pApplyToRig,
bool pApplyToExtensions );
1522 void GoToStancePose(
bool pPushUndo =
false,
bool pIncludeCharacterExtensions =
true );
1541 void SetupDeviceMocap(
FBDevice* pDevice,
int pSkeletonJointsCount,
FBBodyNodeId* pSkeletonJointsOrder );
1547 void SetSensorFloorOffset(
double pSensorFloorOffset);
1559 bool SetCharacterizeOn(
bool pSetAsBiped );
1564 const char * GetCharacterizeError();
1568 void SetCharacterizeOff();
1573 bool GetCharacterize();
1579 bool CreateControlRig(
bool pSetFKIK);
1586 void ConnectControlRig(
FBControlSet* pControlSet,
bool pUpdateLimit,
bool pResetHierarchy);
1590 void DisconnectControlRig();
1599 bool CreateAuxiliary(
FBEffectorId pEffectorId,
bool pPivot,
double pAuxReachT=100,
double pAuxReachR=100);
1605 FBControlSet * GetCurrentControlSet(
bool pForce =
false);
1611 bool CreateCharacterMarkerSet(
bool pSetActive);
1633 void SetExternalSolver(
int pIndex);
1643 void GetActiveBodyPart(
bool* pActivePart);
1656 bool SetRotationPin(
FBEffectorId pEffectorIndex,
bool pValue);
1669 bool SetTranslationPin(
FBEffectorId pEffectorIndex,
bool pValue);
1674 bool IsCtrlSetReady();
1679 bool IsPlottingActorToCtrlRig();
1705 bool SetIKVisibility(
bool pState );
1716 bool SetFKVisibility(
bool pState );
1727 bool SetSkeletonVisibility(
bool pState );
1826 virtual int Duplicate(
int pIndex);
1880 FBActor* operator[](
int pIndex );
1885 virtual int Duplicate(
int pIndex );
1911 virtual int Duplicate(
int pIndex );
1989 #ifdef FBSDKUseNamespace
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyCharacterInputType InputType
Read Write Property: The input type for the character (ex: Actor).
FBPropertyAnimatableVector3d NeckOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
Read Write Property: Hips Translation Mode.
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...
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
FBPropertyAnimatableVector3d LeftPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
#define __FBClassDeclare(Name, Parent)
For internal use only.
FBPropertyAnimatableVector3d LeftIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBControlSetType
Character ControlSet type.
FBPropertyAnimatableVector3d LeftPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyVector3d RightElbowPosition
Read Write Property: Body part pivot of the actor.
Base Device class. Cannot be instantiated from Python.
FBPropertyAnimatableVector3d LeftIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyListCharacterExtension CharacterExtensions
List: Character Extensions in the character.
FBPropertyAnimatableVector3d RightCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
PropertyList: Concrete class for PropertyList of component
FBPropertyBool RightKneeKillPitch
Read Write Property: is Pitch used for Right knee.
FBPropertyAnimatableVector3d HeadOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBTVector * mSkeletonJointsPositions
Positions of each joint.
FBPropertyVector3d RightHipPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightFootPosition
Read Write Property: Body part pivot of the actor.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBPropertyColor BodyColor
Read Write Property: The color of the body of the actor.
Any object requested is visible.
FBCharacterResetProperties
Character Reset Properties Type.
FBPropertyAnimatableVector3d RightHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Template class to contain an array of items.
FBPropertyAnimatableVector3d WaistOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d RightShoulderPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
K_DLLIMPORT FBCharacter * FBGetCharacterByAssociatedPart(FBComponent *pPart)
Get character by its associated IK/FK Marker or Bone.
FBPropertyAnimatableVector3d RightPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool MirrorMode
Read Write Property: is in mirror mode.
FBVisibilityState
Visibility state.
FBPropertyAnimatableVector3d RightPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyDouble MarkerSetSize
Read Write Property: The size of the markers of the actor.
FBPropertyAnimatableVector3d RightKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBEffectorSetID
Effector ID identifier.
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
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
FBPropertyCharacterContactBehaviour ContactBehaviour
Read Write Property: Contact Behavior selection.
FBPropertyBool InverseRightElbow
Read Write Property: Is right elbow inverted.
FBPropertyBool InverseLeftKnee
Read Write Property: Is left knee inverted.
FBPropertyAnimatableVector3d LeftIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Property: Base property class.
FBPropertyAnimatableVector3d LeftShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d WaistOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyBool RightElbowKillPitch
Read Write Property: is Pitch used for Right elbow.
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBBodyPartId
Body part for character.
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.
FBPropertyCharacter InputCharacter
Read Write Property: The index of the character used for the input.
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
FBCharacterPlotWhere
Where to plot a character.
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBCharacterInputType
Character Input/Output types.
FBPropertyVector3d LeftWristPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBMatrix * mSkeletonJointsGlobalOrientations
Global orientations of each bone.
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d LeftAnklePosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d HipsOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
int mSkeletonJointsCount
Number of joints according to specific motion capture device.
__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...
FBPropertyAnimatableVector3d LeftPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d LeftShoulderPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBCharacterKeyingMode
Character keying modes.
FBPropertyAnimatableVector3d LeftAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Invalid visibility request.
FBPropertyAnimatableVector3d RightRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBSkeletonJointTrackingState * mSkeletonJointTrackingState
State of the skeleton joint tracking.
FBEffectorId
All effector nodes.
Character extension interface for FBSDK.
const int kFBLastActorNodeId
Last Actor NodeId.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
FBPropertyAnimatableVector3d LeftRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Some objects (at least one, but not all) requested are visible.
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
FBPropertyAnimatableVector3d LeftFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
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.
FBPropertyControlSetType ControlSetType
Read Property: the control Set Type (FKIK or IK).
Character marker set class.
FBPropertyAnimatableVector3d NeckOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d NeckPosition
Read Write Property: Body part pivot of the actor.
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Four x Four (double) Matrix.
FBPropertyAnimatableVector3d LeftMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d HipsOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Recalculate MarkerSet offset for TR.
FBPropertyVector3d RightWristPosition
Read Write Property: Body part pivot of the actor.
Three dimensional scaling vector.
FBPropertyAnimatableVector3d RightKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyMarkerSet MarkerSet
Read Write Property: Associated marker set.
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d HeadOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d LeftFootPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges...
FBPropertyCharacterRollSolver RollSolver
Read Write Property: Roll Solver selection.
FBSkeletonNodeId
All Skeleton nodes.
FBPropertyAnimatableVector3d LeftRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
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...
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
#define FBSDKNamespace
FBSDKNamespace define.
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...
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
FBString mCharacterizeError
Used to store SetCharacterizeOn errors and warnings.
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
FBPropertyAnimatableVector3d RightElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyColor SkeletonColor
Read Write Property: The color of the skeleton of the actor.
FBPropertyAnimatableVector3d RightIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
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.
FBPropertyAnimatableVector3d RightThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d HipsPosition
Read Write Property: Body part pivot of the actor.
K_DLLIMPORT FBBodyPartId FBGetBodyNodeBodyPart(FBBodyNodeId pBodyNodeId)
return BodyPart ID from Bones.
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d HeadPosition
Read Write Property: Body part pivot of the actor.
FBCalibrationState
Device Mocap character calibration state.
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges...
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBCharacterHipsTranslationMode
Character Hips Translation modes.
Character extension property list.
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
FBBodyNodeId
All body nodes.
double mFloorClipPlaneW
Floor Clip Plane W value for camera reposition.
FBPropertyAnimatableDouble ShoulderCorrection
Read Write Property: shoulder correction values.
FBPropertyAnimatableVector3d LeftIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyCharacterKeyingMode KeyingMode
Read Write Property: The current keying mode.
FBPropertyAnimatableVector3d ChestOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBSkeletonTrackingState mSkeletonTrackingState
State of the skeleton tracking.
FBPropertyAnimatableVector3d RightPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool LockZ
Read Write Property: Lock character skeleton in place on Z axis.
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBRecalcMarkerSetOffset
Recalculate MarkerSet offset for?
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
FBPropertyAnimatableVector3d RightMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
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 ...
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
FBPropertyBool LeftElbowKillPitch
Read Write Property: is Pitch used for Left elbow.
FBPropertyBool SkeletonVisibility
Read Write Property: Show or Hide the Skeleton.
FBPropertyVector3d RightCollarPosition
Read Write Property: Body part pivot of the actor.
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
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool WriteReference
Read Write Property: are we writing back on reference.
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d WaistPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
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
FBPropertyAnimatableVector3d LeftFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightAnklePosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
Recalculate MarkerSet offset for R Only.
FBPropertyVector3d LeftHipPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBModelTransformationType
Types of transformation vector/matrices possible.
FBPropertyAnimatableVector3d RightIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBCharacterContactBehaviour
Character Contact Behaviour.
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool LockY
Read Write Property: Lock character skeleton in place on Y axis.
FBSkeletonJointTrackingState
Device Mocap skeleton joint tracking state.
FBCharacterRollSolver
Character Roll Solver version.
FBPropertyAnimatableVector3d ChestOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyDouble FKOpacity
Read Write Property: Opacity value used on FK (between 0 and 100).
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d RightMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableVector3d LeftThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Base class for constraints.
FBPropertyAnimatableVector3d RightRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
FBPropertyAnimatableVector3d LeftMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool IKManip
Read Write Property: Access to the IK Manip mode. The IKManip property is shared for all actors...
FBPropertyBool SyncMode
Read Write Property: is character in sync mode.
FBSkeletonTrackingState
Device Mocap skeleton tracking state.
FBPropertyBool InverseRightKnee
Read Write Property: Is right knee inverted.
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool PivotPointsVisibility
Read Write Property: Show or Hide the Pivot Points.
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyColor PivotColor
Read Write Property: The color of the pivot points of the actor.
FBPropertyVector3d LeftCollarPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyVector3d RightKneePosition
Read Write Property: Body part pivot of the actor.
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
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool InverseLeftElbow
Read Write Property: Is left elbow inverted.
FBPropertyAnimatableVector3d RightAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBTVector mSkeletonPosition
Position of the skeleton.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
MotionBuilder SDK base class.
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d LeftKneePosition
Read Write Property: Body part pivot of the actor.
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
All objects requested are visible.
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
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...
FBPropertyAnimatableVector3d LeftPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyDouble PivotSize
Read Write Property: The size of the pivot points of the actor.
FBPropertyVector3d LeftElbowPosition
Read Write Property: Body part pivot of the actor.
Option parameters for plotting.
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
FBPropertyBool LeftKneeKillPitch
Read Write Property: is Pitch used for Left knee.
FBPropertyAnimatableVector3d LeftRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
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...
FBPropertyAnimatableVector3d RightMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBPropertyBool Visibility
Read Write Property: Show or Hide the Actor Body.
FBPropertyVector3d ChestPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve ...
FBActor is used to link motion data to a character.
PropertyList: CharacterMarkerSet.
A character is the link between a motion source and a character model.
FBPropertyMarkerSet OutputMarkerSet
Read Write Property: Associated output marker set.
AnimationNodeNotify evaluation information.
FBPropertyAnimatableVector3d RightShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool UseAxis
Read Write Property: is using axis.
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 ...
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool LockX
Read Write Property: Lock character skeleton in place on X axis.
FBFloorContactID
Floor contact for the given index.