1 #ifndef __FBCHARACTERFACE_H__ 2 #define __FBCHARACTERFACE_H__ 46 #include <kaydaradef.h> 51 #define FBSDK_DLL K_DLLIMPORT 57 #ifdef FBSDKUseNamespace 83 FBActorFace(
const char* pName, HIObject pObject=NULL);
88 virtual bool PlotAnimation( );
90 IObject_Declare(K_IMPLEMENTATION);
95 virtual void FBDelete();
121 IObject_Declare(K_IMPLEMENTATION);
129 virtual bool PlotAnimation( );
134 virtual void FBDelete();
145 bool ShapeGroupAdd(
FBModelList* pList,
const char* pName = NULL );
151 bool ShapeGroupRemove(
int pShapeGrpId );
157 int ShapeGroupFindByName(
const char* pName );
162 int ShapeGroupGetCount();
168 const char* ShapeGroupGetName(
int pShapeGrpId );
175 bool ShapeGroupSetName(
int pShapeGrpId,
const char* pName );
182 int ShapeFindByName(
int pShapeGrpId,
const char* pName );
188 int ShapeGetCount(
int pShapeGrpId );
195 const char* ShapeGetName(
int pShapeGrpId,
int pShapeId );
203 bool ShapeSetName(
int pShapeGrpId,
int pShapeId,
const char* pName );
210 int ClusterGroupAdd(
FBModelList* pList,
const char* pName = NULL );
216 bool ClusterGroupRemove(
int pClusterGrpId );
222 int ClusterGroupFindByName(
const char* pName );
227 int ClusterGroupGetCount();
233 const char* ClusterGroupGetName(
int pClusterGrpId );
240 bool ClusterGroupSetName(
int pClusterGrpId,
const char* pName );
246 bool ClusterGroupSnapRest(
int pClusterGrpId );
253 int ClusterShapeAdd(
int pClusterGrpId,
const char* pName = NULL );
260 bool ClusterShapeRemove(
int pClusterGrpId,
int pClusterShapeId );
267 int ClusterShapeFindByName(
int pClusterGrpId,
const char* pName );
273 int ClusterShapeGetCount(
int pClusterGrpId );
280 const char* ClusterShapeGetName(
int pClusterGrpId,
int pClusterShapeId );
288 bool ClusterShapeSetName(
int pClusterGrpId,
int pClusterShapeId,
const char* pName );
295 bool ClusterShapeSnap(
int pClusterGrpId,
int pClusterShapeId );
301 int ExpressionAdd(
const char* pName );
307 bool ExpressionRemove(
int pExpressionId );
313 int ExpressionFindByName(
const char* pName );
318 int ExpressionGetCount();
324 const char* ExpressionGetName(
int pExpressionId );
331 bool ExpressionSetName(
int pExpressionId,
const char* pName );
342 bool ExpressionSetShapeWeight(
int pExpressionId,
int pGrpId,
int pShapeId,
float pValue = 0.0f );
352 double ExpressionGetShapeWeight(
int pExpressionId,
int pGrpId,
int pShapeId );
395 #ifdef FBSDKUseNamespace #define __FBClassDeclare(Name, Parent)
For internal use only.
PropertyList: Concrete class for PropertyList of component
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
Animates a character face using an actor as input.
PropertyList: Character face.
Used to plot actor face animation.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
PropertyList: Actor face.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
#define FBSDKNamespace
FBSDKNamespace define.
Base class for constraints.
MotionBuilder SDK base class.
FBActor is used to link motion data to a character.
FBPropertyActorFace InputActorFace
Read Write Property: The index of the actor used for the input.
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?