Open Reality Reference Guide
fbcharacter.h
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1 #ifndef __FBCHARACTER_H__
2 #define __FBCHARACTER_H__
3 /**************************************************************************
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6 
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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 
582 
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 
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 
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 
736 
741 
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 
780 
784  const char* GetReferenceName( );
785 
796  FBModel* GetIKEffectorModel(FBEffectorId pEffectorIndex, int pPivotIndex = 0);
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 
902 
907 
912 
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() override;
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 
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1122 
1125 
1128 
1131 
1134 
1137 
1140 
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1146 
1153 
1160 
1167 
1174 
1181 
1188 
1195 
1202 
1209 
1216 
1218 
1220 
1224 
1228  virtual bool Snap( FBRecalcMarkerSetOffset pRecalcOffset );
1229 
1230 
1234  void UpdateValues( FBEvaluateInfo* pEvalInfo );
1235 
1241  void SetDefinitionScaleVector( FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate = true );
1242 
1247  void GetDefinitionScaleVector( FBSkeletonNodeId pSkeletonId, FBVector3d &pScaleVector );
1248 
1254  void SetDefinitionRotationVector( FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate = true );
1255 
1260  void GetDefinitionRotationVector( FBSkeletonNodeId pSkeletonId, FBVector3d &pRotationVector );
1261 
1267  void SetDefinitionTranslationVector( FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector, bool pSymmetricUpdate = true );
1268 
1273  void GetDefinitionTranslationVector( FBSkeletonNodeId pSkeletonId, FBVector3d &pTranslationVector );
1274 
1278  void SetActorTranslation( FBVector3d pTranslationVector );
1279 
1284 
1290  FBSkeletonState* GetCurrentSkeletonState (bool pResetOrientation=false);
1291 
1296 
1300  void SetLeftGloveReferenceModel( FBModel* pReferenceModel );
1301 
1306 
1310  void SetRightGloveReferenceModel( FBModel* pReferenceModel );
1311 
1312 private:
1313  FBSkeletonState* mDefaultSkeletonState;
1314  FBSkeletonState* mCurrentSkeletonState;
1315 };
1316 
1323 {
1324 public:
1325 
1329  FBMocapJointsState(int pSkeletonJointsCount);
1330  ~FBMocapJointsState();
1331 
1339 };
1340 
1342 // FBCharacter - Representation of a character
1346 FB_DEFINE_COMPONENT( FBSDK_DLL, Character );
1347 
1388 {
1389  //--- Open Reality declaration.
1391 public:
1397  FBCharacter(const char* pName, HIObject pObject=NULL);
1398 
1399  IObject_Declare(override); // Interface to IObject.
1400 
1404  virtual void FBDelete() override;
1405 
1407  FBCharacter* Clone() override;
1408 
1409  FBPropertyCharacterInputType InputType;
1410  FBPropertyCharacterKeyingMode KeyingMode;
1411  FBPropertyActor InputActor;
1412  FBPropertyCharacter InputCharacter;
1414 
1416 
1421 
1426 
1431 
1436 
1440  FBModel* GetModel( FBBodyNodeId pBodyNodeId );
1441 
1446  void GetSkinModelList( FBModelList& pSkinModelList );
1447 
1452 
1457 
1462 
1468  FBModel* GetEffectorModel( FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID = FBEffectorSetDefault );
1469 
1475 
1480 
1481  /* Get The Translation Offset associated to the given BodyPart
1482  * \param pTVector The Translation Offset
1483  */
1484  void GetTOffset( FBBodyNodeId pBodyNodeId, FBTVector* pTVector );
1485 
1486  /* Get The Rotation Offset associated to the given BodyPart
1487  * \param pRVector The Rotation Offset
1488  */
1489  void GetROffset( FBBodyNodeId pBodyNodeId, FBRVector* pRVector );
1490 
1491  /* Get The Scaling Offset associated to the given BodyPart
1492  * \param pTVector The Scaling Offset
1493  */
1494  void GetSOffset( FBBodyNodeId pBodyNodeId, FBSVector* pSVector );
1495 
1496  /* Get The Transform Offset associated to the given BodyPart
1497  * \param pOffsetMatrix The Translation, Rotation and Scaling Offset
1498  */
1499  void GetTransformOffset( FBBodyNodeId pBodyNodeId, FBMatrix *pOffsetMatrix );
1500 
1501  /* Get The Parent Rotation Offset associated to the given BodyPart
1502  * \param pRVector The Rotation Offset
1503  */
1504  void GetParentROffset( FBBodyNodeId pBodyNodeId, FBRVector* pRVector );
1505 
1512  virtual bool PlotAnimation( FBCharacterPlotWhere pPlotWhere, FBPlotOptions* pPlotOptions );
1513 
1518 
1522  void Retarget( bool pOnBaseLayer );
1523 
1527 
1532 
1539  void SelectModels( bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions );
1540 
1545  void GoToStancePose( bool pPushUndo = false, bool pIncludeCharacterExtensions = true );
1546 
1551 
1556 
1564  void SetupDeviceMocap(FBDevice* pDevice, int pSkeletonJointsCount, FBBodyNodeId* pSkeletonJointsOrder );
1565 
1570  void SetSensorFloorOffset(double pSensorFloorOffset);
1571 
1576  void PassDeviceMocapData(FBMocapJointsState* pDeviceMocapData);
1577 
1582  bool SetCharacterizeOn( bool pSetAsBiped );
1583 
1587  const char * GetCharacterizeError();
1588 
1592 
1597 
1602  bool CreateControlRig(bool pSetFKIK);
1603 
1609  void ConnectControlRig(FBControlSet* pControlSet, bool pUpdateLimit, bool pResetHierarchy);
1610 
1614 
1622  bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100);
1623 
1628  FBControlSet * GetCurrentControlSet(bool pForce = false);
1629 
1634  bool CreateCharacterMarkerSet(bool pSetActive);
1635 
1641 
1647 
1652 
1656  void SetExternalSolver(int pIndex);
1657 
1662 
1666  void GetActiveBodyPart(bool* pActivePart);
1667 
1672  bool IsRotationPin(FBEffectorId pEffectorIndex);
1673 
1679  bool SetRotationPin(FBEffectorId pEffectorIndex, bool pValue);
1680 
1685  bool IsTranslationPin(FBEffectorId pEffectorIndex);
1686 
1692  bool SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue);
1693 
1698 
1703 
1708 
1713 
1718 
1723 
1728  bool SetIKVisibility( bool pState );
1729 
1734 
1739  bool SetFKVisibility( bool pState );
1740 
1745 
1750  bool SetSkeletonVisibility( bool pState );
1751 
1754 
1756  // ParamModifier
1763  FBPropertyCharacterHipsTranslationMode HipsTranslationMode;
1770  FBPropertyCharacterRollSolver RollSolver;
1771  FBPropertyCharacterContactBehaviour ContactBehaviour;
1772 
1773  FBPropertyAnimatableDouble ScaleCompensation;
1774  FBPropertyAnimatableDouble HipsHeightCompensation;
1775  FBPropertyAnimatableDouble AnkleHeightCompensation;
1776  FBPropertyAnimatableDouble AnkleProximityCompensation;
1777 
1781 
1786 
1791 
1796 
1801 
1806 
1811 
1816 
1821 
1826 };
1827 
1828 
1830 // Property List: MarkerSet
1832 
1837 {
1838 public:
1844  FBMarkerSet* operator[](int pIndex);
1849  virtual int Duplicate(int pIndex);
1850 };
1851 
1853 // Property List: CharacterMarkerSet
1855 
1860 {
1861 public:
1868 };
1869 
1871 // Property List: ControlSet
1873 
1878 {
1879 public:
1885  FBControlSet* operator[](int pIndex);
1886 };
1887 
1889 // Property List: Actor
1891 
1896 {
1897  public:
1903  FBActor* operator[]( int pIndex );
1908  virtual int Duplicate( int pIndex );
1909 };
1910 
1911 
1913 // Property List: Character
1916 
1922 {
1923  public:
1929  FBCharacter* operator[]( int pIndex );
1934  virtual int Duplicate( int pIndex );
1935 };
1936 
1937 //Helpers
1938 
1943 
1949 
1955 
1961 
1966 
1971 
1976 
1981 
1986 
1992 
1997 FBSDK_DLL bool FBLoadCharacterPinningPreset( const char* pPresetName );
1998 
2004 FBSDK_DLL bool FBSaveCharacterPinningPreset( const char* pPresetName, bool pAllowOverwriting = false );
2005 
2010 FBSDK_DLL bool FBDeleteCharacterPinningPreset( const char* pPresetName );
2011 
2012 #ifdef FBSDKUseNamespace
2013  }
2014 #endif
2015 #endif /* _FB_CHARACTER_H_ */
kFBRightKneeNodeId
@ kFBRightKneeNodeId
Required.
Definition: fbcharacter.h:133
FBCharacter::RightHandMiddlePinky
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:1810
FBControlSet::GetFKCount
int GetFKCount()
return the number of FK Effector Slot
kFBLeftKneeRollNode2Id
@ kFBLeftKneeRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:321
FBActor::FKFingerTipMultiplier
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
Definition: fbcharacter.h:1080
FBCharacter::GetCurrentControlSet
FBControlSet * GetCurrentControlSet(bool pForce=false)
Obtain Input ControlSet.
kFBRightExtraFootFingerCNodeId
@ kFBRightExtraFootFingerCNodeId
New extra finger bone.
Definition: fbcharacter.h:287
FBCharacter::ContactBehaviour
FBPropertyCharacterContactBehaviour ContactBehaviour
Read Write Property: Contact Behavior selection.
Definition: fbcharacter.h:1771
FBActor::MarkerSetSize
FBPropertyDouble MarkerSetSize
Read Write Property: The size of the markers of the actor.
Definition: fbcharacter.h:1011
FBActor::LeftHandIndexMiddle
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
FBCharacter::RightHandRingRing
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:1814
FBCharacter::PassDeviceMocapData
void PassDeviceMocapData(FBMocapJointsState *pDeviceMocapData)
PassDeviceMocapData.
FBCharacter::InverseLeftKnee
FBPropertyBool InverseLeftKnee
Read Write Property: Is left knee inverted.
Definition: fbcharacter.h:1766
FBControlSet::GetReferenceName
const char * GetReferenceName()
Get the reference name associated with this Control Set.
kFBLeftHipNodeId
@ kFBLeftHipNodeId
Required.
Definition: fbcharacter.h:128
FBActor::LeftWristOffsetT
FBPropertyAnimatableVector3d LeftWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1111
FBActor::FKThumbTipMultiplier
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
Definition: fbcharacter.h:1081
FBCharacter::SetCharacterizeOn
bool SetCharacterizeOn(bool pSetAsBiped)
Set the Characterize flag on.
FBPropertyListControlSet
PropertyList: MarkerSet.
Definition: fbcharacter.h:1878
FBPropertyListCharacter::operator[]
FBCharacter * operator[](int pIndex)
Get the Character at pIndex.
FBCharacter::IsPlottingActorToCtrlRig
bool IsPlottingActorToCtrlRig()
Return true if the Actor is currently being plot to the Control Rig.
FBCharacter::InverseLeftElbow
FBPropertyBool InverseLeftElbow
Read Write Property: Is left elbow inverted.
Definition: fbcharacter.h:1768
FBActor::RightThumbCOffsetT
FBPropertyAnimatableVector3d RightThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1186
FBControlSet::GetFKIndex
int GetFKIndex(FBModel *pModel)
Return The Index of the Given Model.
FBActor::NeckPosition
FBPropertyVector3d NeckPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1033
FBCharacter::PlotAnimation
virtual bool PlotAnimation(FBCharacterPlotWhere pPlotWhere, FBPlotOptions *pPlotOptions)
Plot the animation of the character.
FBCharacter::LeftHandMiddleIndex
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:1787
FBActor::RightHandRingPinky
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
kFBRightElbowRollNode4Id
@ kFBRightElbowRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:345
FBDeleteCharacterPinningPreset
K_DLLIMPORT bool FBDeleteCharacterPinningPreset(const char *pPresetName)
Deletes a pinning preset from the Character Controls Tool.
FBCharacter::SetExternalSolver
void SetExternalSolver(int pIndex)
Set character external solver.
FBCharacter::RightKneeKillPitch
FBPropertyBool RightKneeKillPitch
Read Write Property: is Pitch used for Right knee.
Definition: fbcharacter.h:1760
FBVector3< double >
FBCharacter::IsRotationPin
bool IsRotationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Rotation (Manipulation).
FBCharacterSolver
Constraint class.
Definition: fbcharactersolver.h:119
FBMocapJointsState::FBMocapJointsState
FBMocapJointsState(int pSkeletonJointsCount)
Constructor.
FBActor::ChestOffsetT
FBPropertyAnimatableVector3d ChestOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1090
kFBLeftElbowRollNode2Id
@ kFBLeftElbowRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:325
FBCharacter::GetControlSetEvaluationCache
FBControlSetState * GetControlSetEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.
kFBLeftExtraFingerANodeId
@ kFBLeftExtraFingerANodeId
New extra finger bone.
Definition: fbcharacter.h:218
kFBRightShoulderRollNode3Id
@ kFBRightShoulderRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:335
FBCharacter::LeftHandMiddleRing
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:1789
FBActor::RightPinkyAOffsetR
FBPropertyAnimatableVector3d RightPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1211
FBMocapJointsState
Definition: fbcharacter.h:1323
FBCharacter::InputCharacter
FBPropertyCharacter InputCharacter
Read Write Property: The index of the character used for the input.
Definition: fbcharacter.h:1412
FBCharacter::LeftHandIndexPinky
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:1785
FBActor::WaistOffsetT
FBPropertyAnimatableVector3d WaistOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1117
FBMarkerSet::GetMarkerCount
int GetMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of marker in the set.
FBActor::FBActor
FBActor(const char *pName, HIObject pObject=NULL)
Constructor.
FBActor::IKManip
FBPropertyBool IKManip
Read Write Property: Access to the IK Manip mode. This property is shared for all actors.
Definition: fbcharacter.h:1219
kFBLeftElbowRollNode4Id
@ kFBLeftElbowRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:343
kFBCtrlSetPartHead
@ kFBCtrlSetPartHead
Head Body Part.
Definition: fbcharacter.h:455
FB_DEFINE_ENUM
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
Definition: fbproperties.h:150
FBControlSet::FBControlSet
FBControlSet(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyListCharacter::Duplicate
virtual int Duplicate(int pIndex)
Duplicate a Character.
FBActor::MarkerSet
FBPropertyMarkerSet MarkerSet
Read Write Property: Associated marker set.
Definition: fbcharacter.h:1005
FBActor::RightRingBOffsetR
FBPropertyAnimatableVector3d RightRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1206
FBFloorContactID
FBFloorContactID
Floor contact for the given index.
Definition: fbcharacter.h:437
FBCharacter::LeftHandMiddleMiddle
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:1788
kFBRecalcMarkerSetOffsetROnly
@ kFBRecalcMarkerSetOffsetROnly
Recalculate MarkerSet offset for R Only.
Definition: fbcharacter.h:945
FBActor::RightThumbCOffsetR
FBPropertyAnimatableVector3d RightThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1187
FBControlSet
Control set class.
Definition: fbcharacter.h:765
FBActor::RightIndexAOffsetR
FBPropertyAnimatableVector3d RightIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1190
FBCharacter::GetEffectorEvaluationCache
FBEffectorSetState * GetEffectorEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.
kFBVisibilityAll
@ kFBVisibilityAll
All objects requested are visible.
Definition: fbcharacter.h:571
kFBCtrlSetPartRightArm
@ kFBCtrlSetPartRightArm
Right Arm Body Part.
Definition: fbcharacter.h:452
FBMarkerSet::GetMarkerSetVisibility
int GetMarkerSetVisibility()
Get the marker set visibility.
FBPropertyListMarkerSet::Duplicate
virtual int Duplicate(int pIndex)
Duplicate a marker set.
FBActor::RightIndexAOffsetT
FBPropertyAnimatableVector3d RightIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1189
FBSetCharacterFloorContactsVisibility
K_DLLIMPORT void FBSetCharacterFloorContactsVisibility(bool pShow)
Sets visibility of the floor contacts of the current character.
FBActor::LeftWristPosition
FBPropertyVector3d LeftWristPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1028
FBCharacter::FBCharacter
FBCharacter(const char *pName, HIObject pObject=NULL)
Constructor.
kFBLeftShoulderRollNode2Id
@ kFBLeftShoulderRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:324
FBActor::LeftIndexAOffsetR
FBPropertyAnimatableVector3d LeftIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1155
FBGetCharacterFloorContactsVisibility
K_DLLIMPORT bool FBGetCharacterFloorContactsVisibility()
Queries visibility of the floor contacts of the current character.
FBCharacter::RightHandIndexPinky
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:1805
FBSetCharacterFingerTipsVisibility
K_DLLIMPORT void FBSetCharacterFingerTipsVisibility(bool pShow)
Sets visibility of the finger-tips of the current character.
FBActor::LeftRingCOffsetT
FBPropertyAnimatableVector3d LeftRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1172
FBActor::LeftMiddleBOffsetT
FBPropertyAnimatableVector3d LeftMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1163
FBCharacter::SetFKVisibility
bool SetFKVisibility(bool pState)
Set the FK visibility state.
FBGetBodyNodeBodyPart
K_DLLIMPORT FBBodyPartId FBGetBodyNodeBodyPart(FBBodyNodeId pBodyNodeId)
return BodyPart ID from Bones.
FBMocapJointsState::mSkeletonJointsPositions
FBTVector * mSkeletonJointsPositions
Positions of each joint.
Definition: fbcharacter.h:1336
kFBLeftHipRollNode5Id
@ kFBLeftHipRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:347
FBActor::ChestOffsetR
FBPropertyAnimatableVector3d ChestOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1091
FBActor::LeftAnklePosition
FBPropertyVector3d LeftAnklePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1017
FBCharacter::LeftHandPinkyMiddle
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:1798
FBPropertyListCharacterExtension
Character extension property list.
Definition: fbcharacterextension.h:109
FBActor::LeftRingBOffsetT
FBPropertyAnimatableVector3d LeftRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1170
FBMarkerSet::FBMarkerSet
FBMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
kFBLeftKneeRollNode3Id
@ kFBLeftKneeRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:330
FBBodyPartId
FBBodyPartId
Body part for character.
Definition: fbcharacter.h:447
kFBCtrlSetPartRightLeg
@ kFBCtrlSetPartRightLeg
Right Leg Body Part.
Definition: fbcharacter.h:454
FBDevice
Base Device class. Cannot be instantiated from Python.
Definition: fbcore.h:777
FBCharacterMarkerSet::GetMarkersProperty
FBProperty * GetMarkersProperty(FBBodyNodeId pNodeId)
Get the marker property associated with each body part of the character.
FBActor::FKFingerMultiplier
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
Definition: fbcharacter.h:1079
FBPropertyListMarkerSet
PropertyList: MarkerSet.
Definition: fbcharacter.h:1837
fbcharacterextension.h
Character extension interface for FBSDK.
FBActor::RightMiddleBOffsetR
FBPropertyAnimatableVector3d RightMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1199
FBCharacter::RightHandPinkyIndex
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:1817
FBControlSet::GetIKEffectorModel
FBModel * GetIKEffectorModel(FBEffectorId pEffectorIndex, int pPivotIndex=0)
Return the object associated to the given Index.
kFBRightExtraFingerBNodeId
@ kFBRightExtraFingerBNodeId
New extra finger bone.
Definition: fbcharacter.h:224
FBCharacter::GetGoalModel
FBModel * GetGoalModel(FBBodyNodeId pBodyNodeId)
Get the goal model associated with each body part in the Character Marker Set of the character.
FBActor::RightCollarPosition
FBPropertyVector3d RightCollarPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1029
FBActor::LeftCollarOffsetR
FBPropertyAnimatableVector3d LeftCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1094
kFBLeftKneeRollNode4Id
@ kFBLeftKneeRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:339
kFBLeftExtraFootFingerCNodeId
@ kFBLeftExtraFootFingerCNodeId
New extra finger bone.
Definition: fbcharacter.h:282
kFBLeftShoulderNodeId
@ kFBLeftShoulderNodeId
Required.
Definition: fbcharacter.h:139
FBActor::GetDefinitionScaleVector
void GetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pScaleVector)
Get Actor Scaling Definition.
kFBCtrlSetPartHips
@ kFBCtrlSetPartHips
Hips Body Part.
Definition: fbcharacter.h:449
FBActor::HeadPosition
FBPropertyVector3d HeadPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1034
kFBLeftKneeNodeId
@ kFBLeftKneeNodeId
Required.
Definition: fbcharacter.h:129
FBActor::RightIndexCOffsetR
FBPropertyAnimatableVector3d RightIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1194
FBPlotOptions
Option parameters for plotting.
Definition: fbapplication.h:186
FBMarkerSet::SetReferenceModel
void SetReferenceModel(FBModel *pReferenceModel)
Associate a model to a marker.
FBActor::RightThumbAOffsetR
FBPropertyAnimatableVector3d RightThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1183
kFBLeftExtraFootFingerInNodeId
@ kFBLeftExtraFootFingerInNodeId
New extra finger bone.
Definition: fbcharacter.h:279
FBCharacter::LeftHandPinkyRing
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:1799
FBActor::LeftHandPinkyMiddle
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
FBActor::RightAnkleOffsetR
FBPropertyAnimatableVector3d RightAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1139
FBActor::SymmetryEditScaling
FBPropertyBool SymmetryEditScaling
Read Write Property: Symmetry Edit (Scaling) mode state. Only effective when IKManip property is set ...
Definition: fbcharacter.h:1223
FBCharacter::CharacterExtensions
FBPropertyListCharacterExtension CharacterExtensions
List: Character Extensions in the character.
Definition: fbcharacter.h:1415
FBControlSetType
FBControlSetType
Character ControlSet type.
Definition: fbcharacter.h:533
FBGetCharactersKeyingMode
K_DLLIMPORT FBCharacterKeyingMode FBGetCharactersKeyingMode()
return Character Manipulation/Keying Mode
FBControlSet::GetIKEffectorIndex
int GetIKEffectorIndex(FBModel *pModel)
Return the Index of the Given Model.
kFBLeftHipRollNode2Id
@ kFBLeftHipRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:320
kFBRightWristNodeId
@ kFBRightWristNodeId
Required.
Definition: fbcharacter.h:145
FBActor::RightHandRingIndex
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
FBCharacterMarkerSet::ReadCtrlSetAndEffectorState
void ReadCtrlSetAndEffectorState(FBControlSetState *pFKState, FBEffectorSetState *pIKState, FBEvaluateInfo *pEvaluateInfo)
Read FK and IK state from goals.
FBCharacter::CreateControlRig
bool CreateControlRig(bool pSetFKIK)
Create the Control-Rig.
FBActor::RightHandIndexIndex
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
FBActor::LeftElbowOffsetR
FBPropertyAnimatableVector3d LeftElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1106
FBActor::SetActorTranslation
void SetActorTranslation(FBVector3d pTranslationVector)
Translate Actor, similar to moving the hips of the Actor in the UI.
kFBCtrlSetPartRightFoot
@ kFBCtrlSetPartRightFoot
Right Foot Body Part.
Definition: fbcharacter.h:459
FBMarkerSet::GetMarkerName
const char * GetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the name of marker at index pMarkerIndex.
kFBLeftHipRollNode3Id
@ kFBLeftHipRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:329
FBActor::HipsOffsetT
FBPropertyAnimatableVector3d HipsOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1120
FBActor::RightWristPosition
FBPropertyVector3d RightWristPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1032
FBActor::LeftPinkyAOffsetR
FBPropertyAnimatableVector3d LeftPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1176
FBMarkerSet::SetMarkerModel
void SetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBModel *pModel)
Associate a model to a marker.
FBPropertyDouble
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
Definition: fbproperties.h:1340
FBCharacter::LeftHandIndexMiddle
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:1783
kFBRightShoulderRollNode1Id
@ kFBRightShoulderRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:317
FBControlSet::GetReferenceModel
FBModel * GetReferenceModel()
Get the reference model associated with this Control Set.
FBCharacter::LeftHandRingPinky
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:1795
kFBLeftShoulderRollNode5Id
@ kFBLeftShoulderRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:351
FBVector4< double >
kFBRightShoulderNodeId
@ kFBRightShoulderNodeId
Required.
Definition: fbcharacter.h:143
FBActor::LeftThumbAOffsetR
FBPropertyAnimatableVector3d LeftThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1148
FBActor::SkeletonVisibility
FBPropertyBool SkeletonVisibility
Read Write Property: Show or Hide the Skeleton.
Definition: fbcharacter.h:1036
FBActor::SetLeftGloveReferenceModel
void SetLeftGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the left glove reference.
kFBRecalcMarkerSetOffsetTR
@ kFBRecalcMarkerSetOffsetTR
Recalculate MarkerSet offset for TR.
Definition: fbcharacter.h:944
FBCalibrationState
FBCalibrationState
Device Mocap character calibration state.
Definition: fbcharacter.h:560
kFBRightExtraFootFingerInNodeId
@ kFBRightExtraFootFingerInNodeId
New extra finger bone.
Definition: fbcharacter.h:284
FBActor::RightWristOffsetT
FBPropertyAnimatableVector3d RightWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1114
FBActor::WaistOffsetR
FBPropertyAnimatableVector3d WaistOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1118
FBActor::LeftHandRingPinky
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
FBCharacter::LeftHandRingMiddle
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:1793
FBActor::RightHandPinkyPinky
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
FBMocapJointsState::mSkeletonJointsCount
int mSkeletonJointsCount
Number of joints according to specific motion capture device.
Definition: fbcharacter.h:1332
kFBLeftWristNodeId
@ kFBLeftWristNodeId
Required.
Definition: fbcharacter.h:141
FBCharacterBodyNodeNameFromId
K_DLLIMPORT const char * FBCharacterBodyNodeNameFromId(FBBodyNodeId pBodyNodeId)
Get the UI name associated with a body node.
FBControlSet::GetFKModel
FBModel * GetFKModel(int pIndex)
Return the object associated to the given Index.
kFBCtrlSetPartLeftLeg
@ kFBCtrlSetPartLeftLeg
Left Leg Body Part.
Definition: fbcharacter.h:453
FBCharacter::ShoulderCorrection
FBPropertyAnimatableDouble ShoulderCorrection
Read Write Property: shoulder correction values.
Definition: fbcharacter.h:1758
FBActor::NeckOffsetR
FBPropertyAnimatableVector3d NeckOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1088
FBCharacter::SetCharacterizeOff
void SetCharacterizeOff()
Set Characterize flag off.
FBActor::Snap
virtual bool Snap(FBRecalcMarkerSetOffset pRecalcOffset)
Snap the marker set of the actor.
FBActor::RightMiddleAOffsetT
FBPropertyAnimatableVector3d RightMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1196
FBActor::LeftRingAOffsetT
FBPropertyAnimatableVector3d LeftRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1168
FBCharacter::RightElbowKillPitch
FBPropertyBool RightElbowKillPitch
Read Write Property: is Pitch used for Right elbow.
Definition: fbcharacter.h:1762
FBCharacter::KeyingMode
FBPropertyCharacterKeyingMode KeyingMode
Read Write Property: The current keying mode.
Definition: fbcharacter.h:1410
FBActor::HipsPosition
FBPropertyVector3d HipsPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1014
FBCharacter::FKFingerTipMultiplier
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
Definition: fbcharacter.h:1823
FBMarkerSet::SetMultipleMarkerModels
bool SetMultipleMarkerModels(FBModelList *pModelList)
Associate multiple models to markers, matching them by name.
kFBRightElbowNodeId
@ kFBRightElbowNodeId
Required.
Definition: fbcharacter.h:144
kFBLastActorNodeId
const int kFBLastActorNodeId
Last Actor NodeId.
Definition: fbcharacter.h:360
FBCharacter::GetCycleAnalysisNode
FBCycleAnalysisNode * GetCycleAnalysisNode()
Get the Cycle Analysis Node from the current character.
kFBLeftAnkleNodeId
@ kFBLeftAnkleNodeId
Required.
Definition: fbcharacter.h:130
FBCharacter::GetIndexByModel
FBBodyNodeId GetIndexByModel(FBModel *pModel)
Get the index associated with Given Model.
FBCharacterPlotWhere
FBCharacterPlotWhere
Where to plot a character.
Definition: fbcharacter.h:497
FBActor::LeftPinkyCOffsetT
FBPropertyAnimatableVector3d LeftPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1179
FBActor::RightKneePosition
FBPropertyVector3d RightKneePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1020
FBActor::LeftHipPosition
FBPropertyVector3d LeftHipPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1015
FBCharacter::CycleAnalysisCurrentCharacter
void CycleAnalysisCurrentCharacter()
Run Cycle Analysis on current character.
FBActor::RightHandRingMiddle
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
FBCharacter::LeftHandRingRing
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:1794
FBActor::LeftKneePosition
FBPropertyVector3d LeftKneePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1016
FBCharacter::LockX
FBPropertyBool LockX
Read Write Property: Lock character skeleton in place on X axis.
Definition: fbcharacter.h:1778
FBPropertyColor
class K_DLLIMPORT FBPropertyBase< FBColor, kFBPT_ColorRGB > FBPropertyColor
FBPropertyColor type definition.
Definition: fbproperties.h:1454
FBMarkerSet::AddMarker
int AddMarker(FBSkeletonNodeId pNodeId, FBModel *pModel=NULL, bool pIsOriented=false)
Add a marker to the marker set.
FBActor::LeftHandRingMiddle
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
kFBVisibilitySome
@ kFBVisibilitySome
Some objects (at least one, but not all) requested are visible.
Definition: fbcharacter.h:572
FBCharacter::GetModel
FBModel * GetModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part of the character.
kFBRightElbowRollNode1Id
@ kFBRightElbowRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:318
kFBRightShoulderRollNode5Id
@ kFBRightShoulderRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:353
FBMarkerSet::GetMarkerOriented
bool GetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker orientated ?
FBActor::LeftHandPinkyPinky
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
FBCharacter::WriteReference
FBPropertyBool WriteReference
Read Write Property: are we writing back on reference.
Definition: fbcharacter.h:1764
FBActor::GetDefaultSkeletonState
FBSkeletonState * GetDefaultSkeletonState()
Return the Default Skeleton State.
kFBLeftExtraFingerInNodeId
@ kFBLeftExtraFingerInNodeId
New extra finger bone.
Definition: fbcharacter.h:217
kFBRightHipRollNode5Id
@ kFBRightHipRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:349
FBCharacter::RightHandPinkyRing
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:1819
FBMocapJointsState::mSkeletonJointsGlobalOrientations
FBMatrix * mSkeletonJointsGlobalOrientations
Global orientations of each bone.
Definition: fbcharacter.h:1337
FBCharacter::RightHandPinkyPinky
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:1820
FBPropertyAnimatableVector3d
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
Definition: fbproperties.h:1768
kFBRightExtraFingerCNodeId
@ kFBRightExtraFingerCNodeId
New extra finger bone.
Definition: fbcharacter.h:225
FBGetCharacterFingerTipsVisibility
K_DLLIMPORT bool FBGetCharacterFingerTipsVisibility()
Queries visibility of the finger-tips of the current character.
FBActor::SetRightGloveReferenceModel
void SetRightGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the right glove reference.
FBSDK_DLL
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
Definition: fbcharacter.h:51
FBCharacter::SetSensorFloorOffset
void SetSensorFloorOffset(double pSensorFloorOffset)
SetSensorFloorOffset.
FBActor::LeftThumbBOffsetT
FBPropertyAnimatableVector3d LeftThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1149
FBActor::RightHandMiddleRing
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
FBActor::RightFootOffsetR
FBPropertyAnimatableVector3d RightFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1145
FBCharacter::LeftHandIndexIndex
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:1782
FBActor::HumanFingerLimits
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
Definition: fbcharacter.h:1082
FBActor::PivotPointsVisibility
FBPropertyBool PivotPointsVisibility
Read Write Property: Show or Hide the Pivot Points.
Definition: fbcharacter.h:1037
kFBVisibilityInvalid
@ kFBVisibilityInvalid
Invalid visibility request.
Definition: fbcharacter.h:573
FBActor::LeftIndexAOffsetT
FBPropertyAnimatableVector3d LeftIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1154
FBActor
FBActor is used to link motion data to a character.
Definition: fbcharacter.h:989
FBActor::LeftHipOffsetT
FBPropertyAnimatableVector3d LeftHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1123
FBCharacterMarkerSet
Character marker set class.
Definition: fbcharacter.h:885
FBActor::SkeletonColor
FBPropertyColor SkeletonColor
Read Write Property: The color of the skeleton of the actor.
Definition: fbcharacter.h:1009
FBActor::GetCurrentSkeletonState
FBSkeletonState * GetCurrentSkeletonState(bool pResetOrientation=false)
Return the Current Skeleton State.
FBActor::RightHandMiddleMiddle
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
FBActor::LeftHandMiddleMiddle
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
FBActor::RightWristOffsetR
FBPropertyAnimatableVector3d RightWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1115
kFBRightHipRollNode3Id
@ kFBRightHipRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:331
kFBCtrlSetPartNone
@ kFBCtrlSetPartNone
No part selected.
Definition: fbcharacter.h:448
FBActor::GetDefinitionRotationVector
void GetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pRotationVector)
Get Actor Rotation Definition.
FBCharacter::GetCharacterizeError
const char * GetCharacterizeError()
Get error message for the previous SetCharacterizeOn operation.
FBMarkerSet::EndTransaction
void EndTransaction()
Specify that you are done calling a group of functions.
FBActor::RightPinkyCOffsetR
FBPropertyAnimatableVector3d RightPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1215
FBActor::SetDefinitionRotationVector
void SetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate=true)
Set Actor Rotation Definition.
FBMarkerSet::SetMarkerUsed
void SetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pUsed)
Set marker to be used or not.
kFBRightElbowRollNode2Id
@ kFBRightElbowRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:327
FBActor::LeftHandMiddlePinky
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
FBCharacter::GetIKVisibility
FBVisibilityState GetIKVisibility()
Get the IK visibility state.
FBActor::LeftHandPinkyRing
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
FBCharacter::CreateAuxiliary
bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100)
Create auxiliary on effector.
FBCharacter
A character is the link between a motion source and a character model.
Definition: fbcharacter.h:1388
kFBLeftKneeRollNode1Id
@ kFBLeftKneeRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:312
FBActor::LeftRingBOffsetR
FBPropertyAnimatableVector3d LeftRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1171
kFBHeadNodeId
@ kFBHeadNodeId
Required.
Definition: fbcharacter.h:147
FBMocapJointsState::mSkeletonJointTrackingState
FBSkeletonJointTrackingState * mSkeletonJointTrackingState
State of the skeleton joint tracking.
Definition: fbcharacter.h:1338
FBEffectorSetState::GetEffectorMatrix
void GetEffectorMatrix(FBEffectorId pEffectorId, FBMatrix &pEffectorGlobalMatrix)
Returned global matrix associated to the given Index.
FBActor::LeftMiddleAOffsetT
FBPropertyAnimatableVector3d LeftMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1161
FBActor::LeftHandIndexPinky
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
FBActor::RightHandPinkyIndex
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
kFBRightAnkleNodeId
@ kFBRightAnkleNodeId
Required.
Definition: fbcharacter.h:134
FBMarkerSet::GetLinkToModelOk
bool GetLinkToModelOk()
Get the marker set association correctness.
FBCharacter::ResetProperties
virtual void ResetProperties(FBCharacterResetProperties pType)
Reset the properties of the character.
FBCharacter::LeftHandPinkyPinky
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:1800
FBCharacter::GetMocapCalibrationState
FBCalibrationState GetMocapCalibrationState()
Get Mocap calibration state.
FBMarkerSet::GetReferenceModel
FBModel * GetReferenceModel()
Get the reference model associated with this marker set.
FBActor::LeftThumbCOffsetR
FBPropertyAnimatableVector3d LeftThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1152
FBActor::LeftHandRingIndex
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
FBActor::HeadOffsetT
FBPropertyAnimatableVector3d HeadOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1084
FBCharacter::CopyAnimation
void CopyAnimation()
Copy the animation from the input character to us.
FBCharacter::SetMocapCalibrationState
void SetMocapCalibrationState(FBCalibrationState pState)
Set the Mocap calibration state.
kFBRightHipRollNode4Id
@ kFBRightHipRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:340
FBCharacterExtension
Objects Grouping class.
Definition: fbcharacterextension.h:128
FBActor::LeftMiddleBOffsetR
FBPropertyAnimatableVector3d LeftMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1164
FBString
Basic string class.
Definition: fbstring.h:67
FBActor::LeftHandRingRing
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
kFBLeftShoulderRollNode4Id
@ kFBLeftShoulderRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:342
__FBClassDeclare
#define __FBClassDeclare(Name, Parent)
For internal use only.
Definition: fbcomponent.h:131
FBPropertyAnimatableDouble
class K_DLLIMPORT FBPropertyBaseAnimatable< double, kFBPT_double > FBPropertyAnimatableDouble
FBPropertyBaseAnimatableDouble type definition.
Definition: fbproperties.h:1752
FBCharacter::RightHandIndexRing
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:1804
FBActor::PivotColor
FBPropertyColor PivotColor
Read Write Property: The color of the pivot points of the actor.
Definition: fbcharacter.h:1010
kFBCtrlSetPartRightHand
@ kFBCtrlSetPartRightHand
Right Hand Body Part.
Definition: fbcharacter.h:457
FBSkeletonTrackingState
FBSkeletonTrackingState
Device Mocap skeleton tracking state.
Definition: fbcharacter.h:542
FBMarkerSet::GetMarkerUsed
bool GetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker used ?
kFBCtrlSetPartLeftHand
@ kFBCtrlSetPartLeftHand
Left Hand Body Part.
Definition: fbcharacter.h:456
FBCharacterKeyingMode
FBCharacterKeyingMode
Character keying modes.
Definition: fbcharacter.h:479
FBActor::WaistPosition
FBPropertyVector3d WaistPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1023
FBActor::RightIndexBOffsetT
FBPropertyAnimatableVector3d RightIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1191
FBCharacter::FKFingerMultiplier
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
Definition: fbcharacter.h:1822
kFBRightKneeRollNode1Id
@ kFBRightKneeRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:314
FBCharacter::FBDelete
virtual void FBDelete() override
Actual Character destructor.
FBProperty
Property: Base property class.
Definition: fbproperties.h:195
FBActor::RightMiddleCOffsetR
FBPropertyAnimatableVector3d RightMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1201
kFBLeftExtraFootFingerDNodeId
@ kFBLeftExtraFootFingerDNodeId
New extra finger bone.
Definition: fbcharacter.h:283
FBActor::RightHandMiddlePinky
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
FBActor::RightAnklePosition
FBPropertyVector3d RightAnklePosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1021
FBGetCharacterByAssociatedPart
K_DLLIMPORT FBCharacter * FBGetCharacterByAssociatedPart(FBComponent *pPart)
Get character by its associated IK/FK Marker or Bone.
FBActor::LeftKneeOffsetT
FBPropertyAnimatableVector3d LeftKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1129
FBActor::RightHandIndexRing
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
FBCharacter::SetRotationPin
bool SetRotationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Rotation (Manipulation) status.
kFBLastCtrlSetPartIndex
@ kFBLastCtrlSetPartIndex
Part count.
Definition: fbcharacter.h:460
FBCharacter::LeftHandIndexRing
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:1784
kFBRightKneeRollNode2Id
@ kFBRightKneeRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:323
FBCharacter::HipsTranslationMode
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
Read Write Property: Hips Translation Mode.
Definition: fbcharacter.h:1763
FBActor::LeftElbowOffsetT
FBPropertyAnimatableVector3d LeftElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1105
FBActor::UpdateValues
void UpdateValues(FBEvaluateInfo *pEvalInfo)
Update Internal Values to be corresponding to the Given Evaluate Information.
FBActor::RightIndexCOffsetT
FBPropertyAnimatableVector3d RightIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1193
FBActor::LeftFootOffsetR
FBPropertyAnimatableVector3d LeftFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1142
FBActor::OutputMarkerSet
FBPropertyMarkerSet OutputMarkerSet
Read Write Property: Associated output marker set.
Definition: fbcharacter.h:1006
FBActor::LeftHandIndexIndex
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
FBActor::LeftPinkyBOffsetR
FBPropertyAnimatableVector3d LeftPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1178
FBControlSet::ControlSetType
FBPropertyControlSetType ControlSetType
Read Property: the control Set Type (FKIK or IK).
Definition: fbcharacter.h:832
FBActor::LeftIndexCOffsetR
FBPropertyAnimatableVector3d LeftIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1159
FBPropertyVector3d
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
Definition: fbproperties.h:1469
FBActor::LeftPinkyAOffsetT
FBPropertyAnimatableVector3d LeftPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1175
FBPropertyListMarkerSet::operator[]
FBMarkerSet * operator[](int pIndex)
Get the marker set at pIndex.
FBActor::LeftMiddleCOffsetR
FBPropertyAnimatableVector3d LeftMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1166
FBActor::RightHandPinkyRing
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
FBActor::RightCollarOffsetT
FBPropertyAnimatableVector3d RightCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1096
FBActor::RightPinkyBOffsetT
FBPropertyAnimatableVector3d RightPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1212
FBActor::RightHipOffsetR
FBPropertyAnimatableVector3d RightHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1127
FBCharacter::ConnectControlRig
void ConnectControlRig(FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy)
Connect a Control-Rig to the character.
FBActor::LeftAnkleOffsetT
FBPropertyAnimatableVector3d LeftAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1135
FBCharacter::GetCharacterMarkerSet
FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce=false)
Obtain Input CharacterMarkerSet.
FBActor::LeftThumbCOffsetT
FBPropertyAnimatableVector3d LeftThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1151
kFBRightExtraFingerDNodeId
@ kFBRightExtraFingerDNodeId
New extra finger bone.
Definition: fbcharacter.h:226
FBCharacter::RightHandMiddleIndex
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:1807
FBActor::RightHandMiddleIndex
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
FBActor::RightRingBOffsetT
FBPropertyAnimatableVector3d RightRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1205
kFBLeftElbowNodeId
@ kFBLeftElbowNodeId
Required.
Definition: fbcharacter.h:140
FBActor::RightMiddleAOffsetR
FBPropertyAnimatableVector3d RightMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1197
kFBWaistNodeId
@ kFBWaistNodeId
Required, Spine 0.
Definition: fbcharacter.h:136
kFBLeftExtraFingerDNodeId
@ kFBLeftExtraFingerDNodeId
New extra finger bone.
Definition: fbcharacter.h:221
kFBCtrlSetPartChest
@ kFBCtrlSetPartChest
Chest Body Part.
Definition: fbcharacter.h:450
FBActor::LeftPinkyCOffsetR
FBPropertyAnimatableVector3d LeftPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1180
FBEffectorSetState::GetReach
void GetReach(FBEffectorId pEffectorId, double &pReachT, double &pReachR)
Returned translation and rotation reach associated to the given Index.
FBMarkerSet::SetMarkerSetVisibility
void SetMarkerSetVisibility(bool pVisibility)
Set the marker set visibility.
FBActor::RightThumbBOffsetT
FBPropertyAnimatableVector3d RightThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1184
FBCycleAnalysisNode
Cycle Analysis class.
Definition: fbcycleanalysisnode.h:55
FBActor::LeftThumbBOffsetR
FBPropertyAnimatableVector3d LeftThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1150
FBCharacter::FKThumbTipMultiplier
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
Definition: fbcharacter.h:1824
FBActor::FBDelete
virtual void FBDelete() override
Actual Actor destructor.
FBCharacterContactBehaviour
FBCharacterContactBehaviour
Character Contact Behaviour.
Definition: fbcharacter.h:523
kFBRightShoulderRollNode2Id
@ kFBRightShoulderRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:326
kFBLeftKneeRollNode5Id
@ kFBLeftKneeRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:348
FBCharacter::SetupDeviceMocap
void SetupDeviceMocap(FBDevice *pDevice, int pSkeletonJointsCount, FBBodyNodeId *pSkeletonJointsOrder)
SetupDeviceMocap.
FBActor::LeftCollarOffsetT
FBPropertyAnimatableVector3d LeftCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1093
FBActor::PivotSize
FBPropertyDouble PivotSize
Read Write Property: The size of the pivot points of the actor.
Definition: fbcharacter.h:1012
FBMarkerSet::GetMarkerROffset
void GetMarkerROffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector *pROffset)
Get/Set a marker rotation.
FBActor::RightMiddleCOffsetT
FBPropertyAnimatableVector3d RightMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1200
kFBRightElbowRollNode3Id
@ kFBRightElbowRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:336
FBCharacter::GetFloorContactModel
FBModel * GetFloorContactModel(FBFloorContactID pMemberIndex)
Get the model associated with the floor contact ID.
FBActor::LeftCollarPosition
FBPropertyVector3d LeftCollarPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1025
FBActor::HipsOffsetR
FBPropertyAnimatableVector3d HipsOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1121
FBCharacterMarkerSet::FBCharacterMarkerSet
FBCharacterMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
FBActor::LeftShoulderOffsetR
FBPropertyAnimatableVector3d LeftShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1100
FBMarkerSet::GetMarkerModel
FBModel * GetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the model associated with a marker.
FBCharacterMarkerSet::GetSnapProperty
FBProperty * GetSnapProperty(FBBodyNodeId pNodeId, FBModelTransformationType pWhat)
Get the snap property associated with each body part of the character for given transformation.
FBActor::RightPinkyBOffsetR
FBPropertyAnimatableVector3d RightPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1213
kFBLeftElbowRollNode3Id
@ kFBLeftElbowRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:334
FBSkeletonState::GetNodeMatrix
void GetNodeMatrix(FBSkeletonNodeId pSkeletonId, FBMatrix &pSkeletonGlobalMatrix)
Returned global matrix associated to the given Index.
FBMatrix
Four x Four (double) Matrix.
Definition: fbtypes.h:290
FBControlSet::GetIKEffectorName
const char * GetIKEffectorName(FBEffectorId pEffectorIndex)
return the name of IK Effector
FBSkeletonJointTrackingState
FBSkeletonJointTrackingState
Device Mocap skeleton joint tracking state.
Definition: fbcharacter.h:551
FBActor::LeftHandIndexRing
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
FBModelTransformationType
FBModelTransformationType
Types of transformation vector/matrices possible.
Definition: fbmodel.h:167
FBActor::RightRingAOffsetT
FBPropertyAnimatableVector3d RightRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1203
FBCharacter::GetFKVisibility
FBVisibilityState GetFKVisibility()
Get the FK visibility state.
kFBLeftShoulderRollNode3Id
@ kFBLeftShoulderRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:333
FBCharacter::RightHandRingPinky
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:1815
FBCharacter::SetTranslationPin
bool SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Translation (Manipulation) status.
FBActor::RightFootPosition
FBPropertyVector3d RightFootPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1022
FBActor::RightHipOffsetT
FBPropertyAnimatableVector3d RightHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1126
FBControlSet::GetFKName
const char * GetFKName(int pIndex)
return the name of FK Effector at the given index
FBModelList
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
Definition: fbcharacter.h:597
FBMocapJointsState::mSkeletonTrackingState
FBSkeletonTrackingState mSkeletonTrackingState
State of the skeleton tracking.
Definition: fbcharacter.h:1334
FBActor::SetDefinitionScaleVector
void SetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate=true)
Set Actor Scaling Definition.
FBActor::SymmetryEditRotation
FBPropertyBool SymmetryEditRotation
Read Write Property: Symmetry Edit (Rotation) mode state. Only effective when IKManip property is set...
Definition: fbcharacter.h:1222
FBCharacter::GetCharacterize
bool GetCharacterize()
Get Characterize flag.
FBControlSet::GetIKEffectorPivotCount
int GetIKEffectorPivotCount(FBEffectorId pEffectorIndex)
return the number of IK Effector Slot
FBEffectorSetState
Definition: fbcharacter.h:858
kFBHipsNodeId
@ kFBHipsNodeId
Required.
Definition: fbcharacter.h:127
FBEffectorId
FBEffectorId
All effector nodes.
Definition: fbcharacter.h:364
FBPropertyBool
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
Definition: fbproperties.h:1308
kFBRightHipRollNode1Id
@ kFBRightHipRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:313
FBActor::LeftRingCOffsetR
FBPropertyAnimatableVector3d LeftRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1173
kFBRightShoulderRollNode4Id
@ kFBRightShoulderRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:344
FBActor::Visibility
FBPropertyBool Visibility
Read Write Property: Show or Hide the Actor Body.
Definition: fbcharacter.h:1035
FBCharacter::ActiveInput
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?
Definition: fbcharacter.h:1413
kFBLeftElbowRollNode1Id
@ kFBLeftElbowRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:316
FBPropertyListControlSet::operator[]
FBControlSet * operator[](int pIndex)
Get the marker set at pIndex.
FBCharacter::RightHandIndexMiddle
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:1803
FBActor::LeftIndexBOffsetR
FBPropertyAnimatableVector3d LeftIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1157
FBActor::LeftHandMiddleIndex
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
FBSetActorMarkerSetVisibility
K_DLLIMPORT bool FBSetActorMarkerSetVisibility(bool pShow)
Sets visibility of the marker set of the current actor.
FBVisibilityState
FBVisibilityState
Visibility state.
Definition: fbcharacter.h:569
FBCharacter::DisconnectControlRig
void DisconnectControlRig()
Disconnect the Control-Rig from the character.
FBActor::ChestPosition
FBPropertyVector3d ChestPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1024
FBCharacterResetProperties
FBCharacterResetProperties
Character Reset Properties Type.
Definition: fbcharacter.h:489
FBBodyNodeId
FBBodyNodeId
All body nodes.
Definition: fbcharacter.h:125
FBActor::LeftShoulderPosition
FBPropertyVector3d LeftShoulderPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1026
FBActor::RightShoulderOffsetT
FBPropertyAnimatableVector3d RightShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1102
FBCharacter::SetSkeletonVisibility
bool SetSkeletonVisibility(bool pState)
Set the skeleton visibility state.
kFBLeftShoulderRollNode1Id
@ kFBLeftShoulderRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:315
FBActor::RightRingCOffsetT
FBPropertyAnimatableVector3d RightRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1207
FBActor::HeadOffsetR
FBPropertyAnimatableVector3d HeadOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1085
FBControlSet::FKOpacity
FBPropertyDouble FKOpacity
Read Write Property: Opacity value used on FK (between 0 and 100).
Definition: fbcharacter.h:834
FBActor::RightHandIndexMiddle
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
FBActor::RightShoulderOffsetR
FBPropertyAnimatableVector3d RightShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1103
FBActor::RightHandPinkyMiddle
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
FBActor::ManipulateOffsets
FBPropertyBool ManipulateOffsets
Read Write Property: Flag to compute offsets while manipulating. If it is set to false,...
Definition: fbcharacter.h:1217
FBActor::LeftPinkyBOffsetT
FBPropertyAnimatableVector3d LeftPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1177
FBCharacter::RightHandPinkyMiddle
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:1818
FBCharacterRollSolver
FBCharacterRollSolver
Character Roll Solver version.
Definition: fbcharacter.h:514
FBActor::LeftShoulderOffsetT
FBPropertyAnimatableVector3d LeftShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1099
FBCharacter::Retarget
void Retarget(bool pOnBaseLayer)
Retarget the animation from the input character to us.
kFBRightKneeRollNode3Id
@ kFBRightKneeRollNode3Id
New leaf roll bone.
Definition: fbcharacter.h:332
kFBRightKneeRollNode4Id
@ kFBRightKneeRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:341
kFBRightExtraFingerANodeId
@ kFBRightExtraFingerANodeId
New extra finger bone.
Definition: fbcharacter.h:223
FBMarkerSet::GetMarkerTOffset
void GetMarkerTOffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector *pTOffset)
Get/Set a marker translation.
FBMarkerSet::BeginTransaction
void BeginTransaction()
Specify that you are about to call a group of functions.
FBActor::GetLeftGloveReferenceModel
FBModel * GetLeftGloveReferenceModel()
Get the reference model associated with left hand.
FBActor::RightHipPosition
FBPropertyVector3d RightHipPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1019
FBMocapJointsState::mFloorClipPlaneW
double mFloorClipPlaneW
Floor Clip Plane W value for camera reposition.
Definition: fbcharacter.h:1333
FBCharacter::RightHandIndexIndex
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:1802
FBCharacter::LeftKneeKillPitch
FBPropertyBool LeftKneeKillPitch
Read Write Property: is Pitch used for Left knee.
Definition: fbcharacter.h:1759
FBGetActorMarkerSetVisibility
K_DLLIMPORT bool FBGetActorMarkerSetVisibility()
Queries visibility of the marker set of the current actor.
FBControlSetState
Definition: fbcharacter.h:843
FBPropertyListComponent
PropertyList: Concrete class for PropertyList of component
Definition: fbcomponent.h:536
FBActor::LeftElbowPosition
FBPropertyVector3d LeftElbowPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1027
FBActor::RightElbowOffsetR
FBPropertyAnimatableVector3d RightElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1109
FBConstraint
Base class for constraints.
Definition: fbconstraint.h:134
FBArrayTemplate
Template class to contain an array of items.
Definition: fbarray.h:78
FBSkeletonNodeId
FBSkeletonNodeId
All Skeleton nodes
Definition: fbcharacter.h:66
FBCharacter::LockZ
FBPropertyBool LockZ
Read Write Property: Lock character skeleton in place on Z axis.
Definition: fbcharacter.h:1780
FBMarkerSet::SetMarkerName
void SetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex, const char *pMarkerName)
Set the name of marker at index pMarkerIndex.
FBActor::RightThumbAOffsetT
FBPropertyAnimatableVector3d RightThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1182
FBSkeletonState
Definition: fbcharacter.h:926
FBActor::RightRingCOffsetR
FBPropertyAnimatableVector3d RightRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1208
FBCharacterMarkerSet::GetExtractionProperty
FBProperty * GetExtractionProperty(FBBodyNodeId pNodeId)
Get the extraction property associated with each body part of the character.
FBActor::RightHandIndexPinky
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
__FB_FORWARD
__FB_FORWARD(FBControlSetState)
Control Set State class.
FBActor::LeftIndexCOffsetT
FBPropertyAnimatableVector3d LeftIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1158
FBPropertyListCharacter
PropertyList: Character.
Definition: fbcharacter.h:1922
FB_FORWARD
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition: fbtypes.h:62
kFBRightExtraFootFingerANodeId
@ kFBRightExtraFootFingerANodeId
New extra finger bone.
Definition: fbcharacter.h:285
FBSVector
Three dimensional scaling vector.
Definition: fbtypes.h:566
FBActor::LeftThumbAOffsetT
FBPropertyAnimatableVector3d LeftThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1147
fbconstraint.h
Contraint classes.
FBCharacter::RemoveCharacterExtension
void RemoveCharacterExtension(FBCharacterExtension *pExt)
Get the model associated with each body part of the character.
FBCharacter::LeftElbowKillPitch
FBPropertyBool LeftElbowKillPitch
Read Write Property: is Pitch used for Left elbow.
Definition: fbcharacter.h:1761
FBCharacter::LeftHandRingIndex
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:1792
FBControlSet::UseAxis
FBPropertyBool UseAxis
Read Write Property: is using axis.
Definition: fbcharacter.h:833
FBActor::RightElbowPosition
FBPropertyVector3d RightElbowPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1031
FBCharacter::SetExternalSolver
void SetExternalSolver(FBCharacterSolver *pSolver)
Set character solver.
kFBLeftExtraFingerCNodeId
@ kFBLeftExtraFingerCNodeId
New extra finger bone.
Definition: fbcharacter.h:220
FBCharacter::mCharacterizeError
FBString mCharacterizeError
Used to store SetCharacterizeOn errors and warnings.
Definition: fbcharacter.h:1753
FBActor::RightPinkyCOffsetT
FBPropertyAnimatableVector3d RightPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1214
FBActor::RightPinkyAOffsetT
FBPropertyAnimatableVector3d RightPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1210
FBActor::GetRightGloveReferenceModel
FBModel * GetRightGloveReferenceModel()
Get the reference model associated with right hand.
FBActor::RightCollarOffsetR
FBPropertyAnimatableVector3d RightCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1097
FBSaveCharacterPinningPreset
K_DLLIMPORT bool FBSaveCharacterPinningPreset(const char *pPresetName, bool pAllowOverwriting=false)
Saves a pinning preset from the current pinning values in the Character Controls Tool.
FBCharacterEffectorNameFromId
K_DLLIMPORT const char * FBCharacterEffectorNameFromId(FBEffectorId pEffectorId)
Get the UI name associated with an effector.
FBActor::LeftIndexBOffsetT
FBPropertyAnimatableVector3d LeftIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1156
kFBLeftExtraFootFingerBNodeId
@ kFBLeftExtraFootFingerBNodeId
New extra finger bone.
Definition: fbcharacter.h:281
FBActor::RightIndexBOffsetR
FBPropertyAnimatableVector3d RightIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1192
FBActor::LeftRingAOffsetR
FBPropertyAnimatableVector3d LeftRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1169
FBCharacter::Clone
FBCharacter * Clone() override
Clone the character.
FB_DEFINE_COMPONENT
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBCharacter::RightHandRingIndex
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:1812
FBActor::NeckOffsetT
FBPropertyAnimatableVector3d NeckOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1087
FBCharacter::GetEffectorModel
FBModel * GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)
Get the model associated with each effector in the Control Rig of the character.
kFBRightHipRollNode2Id
@ kFBRightHipRollNode2Id
New leaf roll bone.
Definition: fbcharacter.h:322
FBCharacter::IsTranslationPin
bool IsTranslationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Translation (Manipulation).
FBActor::RightAnkleOffsetT
FBPropertyAnimatableVector3d RightAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1138
FBCharacter::InputType
FBPropertyCharacterInputType InputType
Read Write Property: The input type for the character (ex: Actor).
Definition: fbcharacter.h:1409
FBCharacter::GetActiveBodyPart
void GetActiveBodyPart(bool *pActivePart)
Get the active body part array.
kFBLeftElbowRollNode5Id
@ kFBLeftElbowRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:352
FBCharacter::RightHandMiddleRing
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:1809
FBCharacter::GetCtrlRigIndexByModel
FBBodyNodeId GetCtrlRigIndexByModel(FBModel *pModel)
Get the index of the model associated with each body part in the Control Rig of the character.
FBRecalcMarkerSetOffset
FBRecalcMarkerSetOffset
Recalculate MarkerSet offset for?
Definition: fbcharacter.h:943
FBCharacter::CreateCharacterMarkerSet
bool CreateCharacterMarkerSet(bool pSetActive)
Create the Character Marker Set.
FBActor::BodyColor
FBPropertyColor BodyColor
Read Write Property: The color of the body of the actor.
Definition: fbcharacter.h:1008
FBCharacter::GetCtrlRigModel
FBModel * GetCtrlRigModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part in the Control Rig of the character.
FBCharacter::RightHandMiddleMiddle
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:1808
FBActor::LeftWristOffsetR
FBPropertyAnimatableVector3d LeftWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1112
kFBLeftExtraFingerBNodeId
@ kFBLeftExtraFingerBNodeId
New extra finger bone.
Definition: fbcharacter.h:219
kFBRightElbowRollNode5Id
@ kFBRightElbowRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:354
FBCharacter::HumanFingerLimits
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
Definition: fbcharacter.h:1825
FBPropertyListActor
PropertyList: Actor.
Definition: fbcharacter.h:1896
FBCharacterInputType
FBCharacterInputType
Character Input/Output types.
Definition: fbcharacter.h:467
FBCharacter::IsParentNodeOffset
bool IsParentNodeOffset(FBBodyNodeId pNodeId)
Check if there is an offset on Parent.
FBActor::RightElbowOffsetT
FBPropertyAnimatableVector3d RightElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1108
FBCharacter::IsCtrlSetReady
bool IsCtrlSetReady()
Return true Ctrl Set is Ready to be used.
kFBRightExtraFootFingerBNodeId
@ kFBRightExtraFootFingerBNodeId
New extra finger bone.
Definition: fbcharacter.h:286
FBCharacter::LockY
FBPropertyBool LockY
Read Write Property: Lock character skeleton in place on Y axis.
Definition: fbcharacter.h:1779
FBLoadCharacterPinningPreset
K_DLLIMPORT bool FBLoadCharacterPinningPreset(const char *pPresetName)
Loads a pinning preset in the Character Controls Tool.
FBActor::RightHandRingRing
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
FBCharacter::LeftHandPinkyIndex
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:1797
FBCharacter::MirrorCharacterExtensions
void MirrorCharacterExtensions(FBEvaluateInfo *pEvaluateInfo)
Mirror character extensions.
kFBVisibilityAny
@ kFBVisibilityAny
Any object requested is visible.
Definition: fbcharacter.h:570
FBCharacter::GetSkeletonVisibility
FBVisibilityState GetSkeletonVisibility()
Get the skeleton visibility state.
FBEvaluateInfo
AnimationNodeNotify evaluation information.
Definition: fbevaluateinfo.h:79
FBControlSetState::GetNodeMatrix
void GetNodeMatrix(FBBodyNodeId pNodeId, FBMatrix &pNodeGlobalMatrix)
Returned global matrix associated to the given Index.
FBCharacter::AddCharacterExtension
void AddCharacterExtension(FBCharacterExtension *pExt)
AddCharacterExtension.
FBCharacter::LeftHandMiddlePinky
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:1790
FBCharacter::GoToStancePose
void GoToStancePose(bool pPushUndo=false, bool pIncludeCharacterExtensions=true)
Set the character in stance pose.
FBMarkerSet
Marker set class.
Definition: fbcharacter.h:604
FBMarkerSet::SetMarkerOriented
void SetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pIsOriented)
Set marker to be oriented or not.
FBPropertyListCharacterMarkerSet
PropertyList: CharacterMarkerSet.
Definition: fbcharacter.h:1860
kFBRightExtraFootFingerDNodeId
@ kFBRightExtraFootFingerDNodeId
New extra finger bone.
Definition: fbcharacter.h:288
FBModel
Model class.
Definition: fbmodel.h:274
FBCharacterHipsTranslationMode
FBCharacterHipsTranslationMode
Character Hips Translation modes.
Definition: fbcharacter.h:505
FBCharacter::InverseRightElbow
FBPropertyBool InverseRightElbow
Read Write Property: Is right elbow inverted.
Definition: fbcharacter.h:1769
kFBRightHipNodeId
@ kFBRightHipNodeId
Required.
Definition: fbcharacter.h:132
FBPropertyAnimatableBool
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
Definition: fbproperties.h:1732
FBCharacter::GetSkinModelList
void GetSkinModelList(FBModelList &pSkinModelList)
Get the skin model associated with character bones.
FBComponent
MotionBuilder SDK base class.
Definition: fbcomponent.h:651
FBActor::SetDefinitionTranslationVector
void SetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector, bool pSymmetricUpdate=true)
Set Actor Translation Definition.
kFBLeftHipRollNode1Id
@ kFBLeftHipRollNode1Id
New leaf roll bone.
Definition: fbcharacter.h:311
FBCharacter::MirrorMode
FBPropertyBool MirrorMode
Read Write Property: is in mirror mode.
Definition: fbcharacter.h:1757
FBCharacter::SyncMode
FBPropertyBool SyncMode
Read Write Property: is character in sync mode.
Definition: fbcharacter.h:1765
FBActor::RightKneeOffsetT
FBPropertyAnimatableVector3d RightKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1132
FBMocapJointsState::mSkeletonPosition
FBTVector mSkeletonPosition
Position of the skeleton.
Definition: fbcharacter.h:1335
FBActor::LeftFootPosition
FBPropertyVector3d LeftFootPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1018
FBActor::LeftHandMiddleRing
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
FBCharacter::RollSolver
FBPropertyCharacterRollSolver RollSolver
Read Write Property: Roll Solver selection.
Definition: fbcharacter.h:1770
FBCharacter::SetIKVisibility
bool SetIKVisibility(bool pState)
Set the IK visibility state.
FBActor::LeftAnkleOffsetR
FBPropertyAnimatableVector3d LeftAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1136
FBCharacter::ReadyForRetarget
bool ReadyForRetarget()
Test if character is ready for the Retarget operation (basically, is it in character input ?...
FBCharacter::RightHandRingMiddle
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:1813
FBCharacter::GetExternalSolver
FBCharacterSolver * GetExternalSolver()
Get a pointer to the external solver of a character, or NULL is no external solver is used on the cha...
FBActor::LeftHipOffsetR
FBPropertyAnimatableVector3d LeftHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1124
FBCharacter::InputActor
FBPropertyActor InputActor
Read Write Property: The index of the actor used for the input.
Definition: fbcharacter.h:1411
kFBRightKneeRollNode5Id
@ kFBRightKneeRollNode5Id
New leaf roll bone.
Definition: fbcharacter.h:350
kFBRightExtraFingerInNodeId
@ kFBRightExtraFingerInNodeId
New extra finger bone.
Definition: fbcharacter.h:222
FBActor::SymmetryEditTranslation
FBPropertyBool SymmetryEditTranslation
Read Write Property: Symmetry Edit (Translation) mode state. Only effective when IKManip property is ...
Definition: fbcharacter.h:1221
kFBLeftHipRollNode4Id
@ kFBLeftHipRollNode4Id
New leaf roll bone.
Definition: fbcharacter.h:338
FBCharacter::SelectModels
void SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
Select the objects that make a character.
FBActor::RightRingAOffsetR
FBPropertyAnimatableVector3d RightRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1204
FBEffectorSetID
FBEffectorSetID
Effector ID identifier.
Definition: fbcharacter.h:416
kFBCtrlSetPartLeftFoot
@ kFBCtrlSetPartLeftFoot
Left Foot Body Part.
Definition: fbcharacter.h:458
kFBLeftExtraFootFingerANodeId
@ kFBLeftExtraFootFingerANodeId
New extra finger bone.
Definition: fbcharacter.h:280
kFBCtrlSetPartLeftArm
@ kFBCtrlSetPartLeftArm
Left Arm Body Part.
Definition: fbcharacter.h:451
FBActor::LeftHandPinkyIndex
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
FBActor::GetDefinitionTranslationVector
void GetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pTranslationVector)
Get Actor Translation Definition.
FBVector3d
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
Definition: fbtypes.h:438
kFBChestNodeId
@ kFBChestNodeId
Spine 1.
Definition: fbcharacter.h:137
FBGetEffectorBodyPart
K_DLLIMPORT FBBodyPartId FBGetEffectorBodyPart(FBEffectorId pEffectorId)
return BodyPart ID from Effector.
FBActor::LeftKneeOffsetR
FBPropertyAnimatableVector3d LeftKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1130
FBActor::RightMiddleBOffsetT
FBPropertyAnimatableVector3d RightMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1198
FBActor::LeftMiddleCOffsetT
FBPropertyAnimatableVector3d LeftMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1165
FBActor::RightKneeOffsetR
FBPropertyAnimatableVector3d RightKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1133
FBActor::LeftFootOffsetT
FBPropertyAnimatableVector3d LeftFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1141
FBCharacter::InverseRightKnee
FBPropertyBool InverseRightKnee
Read Write Property: Is right knee inverted.
Definition: fbcharacter.h:1767
FBPropertyListActor::Duplicate
virtual int Duplicate(int pIndex)
Duplicate an actor.
FBMarkerSet::GetUsedMarkerCount
int GetUsedMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of used marker in the set.
FBActor::RightFootOffsetT
FBPropertyAnimatableVector3d RightFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Definition: fbcharacter.h:1144
FBPropertyListCharacterMarkerSet::operator[]
FBCharacterMarkerSet * operator[](int pIndex)
Get the character marker set at pIndex.
FBActor::RightShoulderPosition
FBPropertyVector3d RightShoulderPosition
Read Write Property: Body part pivot of the actor.
Definition: fbcharacter.h:1030
FBPropertyListActor::operator[]
FBActor * operator[](int pIndex)
Get the actor at pIndex.
FBActor::RightThumbBOffsetR
FBPropertyAnimatableVector3d RightThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1185
FBActor::LeftMiddleAOffsetR
FBPropertyAnimatableVector3d LeftMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Definition: fbcharacter.h:1162