Open Reality Reference Guide
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Go to the documentation of this file. 1 #ifndef __FBCHARACTER_H__
2 #define __FBCHARACTER_H__
46 #include <kaydaradef.h>
51 #define FBSDK_DLL K_DLLIMPORT
55 #include <fbsdk/fbcycleanalysisnode.h>
58 #ifdef FBSDKUseNamespace
59 namespace FBSDKNamespace {
67 kFBSkeletonInvalidIndex = -1,
68 kFBSkeletonHipsIndex = 0,
69 kFBSkeletonLeftHipIndex,
70 kFBSkeletonLeftKneeIndex,
71 kFBSkeletonLeftAnkleIndex,
72 kFBSkeletonLeftFootIndex,
73 kFBSkeletonRightHipIndex,
74 kFBSkeletonRightKneeIndex,
75 kFBSkeletonRightAnkleIndex,
76 kFBSkeletonRightFootIndex,
77 kFBSkeletonWaistIndex,
78 kFBSkeletonChestIndex,
79 kFBSkeletonLeftCollarIndex,
80 kFBSkeletonLeftShoulderIndex,
81 kFBSkeletonLeftElbowIndex,
82 kFBSkeletonLeftWristIndex,
83 kFBSkeletonRightCollarIndex,
84 kFBSkeletonRightShoulderIndex,
85 kFBSkeletonRightElbowIndex,
86 kFBSkeletonRightWristIndex,
89 kFBSkeletonLeftThumbAIndex,
90 kFBSkeletonLeftThumbBIndex,
91 kFBSkeletonLeftThumbCIndex,
92 kFBSkeletonLeftIndexAIndex,
93 kFBSkeletonLeftIndexBIndex,
94 kFBSkeletonLeftIndexCIndex,
95 kFBSkeletonLeftMiddleAIndex,
96 kFBSkeletonLeftMiddleBIndex,
97 kFBSkeletonLeftMiddleCIndex,
98 kFBSkeletonLeftRingAIndex,
99 kFBSkeletonLeftRingBIndex,
100 kFBSkeletonLeftRingCIndex,
101 kFBSkeletonLeftPinkyAIndex,
102 kFBSkeletonLeftPinkyBIndex,
103 kFBSkeletonLeftPinkyCIndex,
104 kFBSkeletonRightThumbAIndex,
105 kFBSkeletonRightThumbBIndex,
106 kFBSkeletonRightThumbCIndex,
107 kFBSkeletonRightIndexAIndex,
108 kFBSkeletonRightIndexBIndex,
109 kFBSkeletonRightIndexCIndex,
110 kFBSkeletonRightMiddleAIndex,
111 kFBSkeletonRightMiddleBIndex,
112 kFBSkeletonRightMiddleCIndex,
113 kFBSkeletonRightRingAIndex,
114 kFBSkeletonRightRingBIndex,
115 kFBSkeletonRightRingCIndex,
116 kFBSkeletonRightPinkyAIndex,
117 kFBSkeletonRightPinkyBIndex,
118 kFBSkeletonRightPinkyCIndex,
119 kFBSkeletonReferenceIndex,
126 kFBInvalidNodeId = -1,
142 kFBRightCollarNodeId,
148 kFBLeftHipRollNodeId,
149 kFBLeftKneeRollNodeId,
150 kFBRightHipRollNodeId,
151 kFBRightKneeRollNodeId,
152 kFBLeftShoulderRollNodeId,
153 kFBLeftElbowRollNodeId,
154 kFBRightShoulderRollNodeId,
155 kFBRightElbowRollNodeId,
170 kFBLeftMiddleANodeId,
171 kFBLeftMiddleBNodeId,
172 kFBLeftMiddleCNodeId,
179 kFBRightThumbANodeId,
180 kFBRightThumbBNodeId,
181 kFBRightThumbCNodeId,
182 kFBRightIndexANodeId,
183 kFBRightIndexBNodeId,
184 kFBRightIndexCNodeId,
185 kFBRightMiddleANodeId,
186 kFBRightMiddleBNodeId,
187 kFBRightMiddleCNodeId,
191 kFBRightPinkyANodeId,
192 kFBRightPinkyBNodeId,
193 kFBRightPinkyCNodeId,
196 kFBLeftThumbInNodeId,
198 kFBLeftIndexInNodeId,
200 kFBLeftMiddleInNodeId,
201 kFBLeftMiddleDNodeId,
204 kFBLeftPinkyInNodeId,
206 kFBRightThumbInNodeId,
207 kFBRightThumbDNodeId,
208 kFBRightIndexInNodeId,
209 kFBRightIndexDNodeId,
210 kFBRightMiddleInNodeId,
211 kFBRightMiddleDNodeId,
212 kFBRightRingInNodeId,
214 kFBRightPinkyInNodeId,
215 kFBRightPinkyDNodeId,
228 kFBLeftFootThumbInNodeId,
229 kFBLeftFootThumbANodeId,
230 kFBLeftFootThumbBNodeId,
231 kFBLeftFootThumbCNodeId,
232 kFBLeftFootThumbDNodeId,
233 kFBLeftFootIndexInNodeId,
234 kFBLeftFootIndexANodeId,
235 kFBLeftFootIndexBNodeId,
236 kFBLeftFootIndexCNodeId,
237 kFBLeftFootIndexDNodeId,
238 kFBLeftFootMiddleInNodeId,
239 kFBLeftFootMiddleANodeId,
240 kFBLeftFootMiddleBNodeId,
241 kFBLeftFootMiddleCNodeId,
242 kFBLeftFootMiddleDNodeId,
243 kFBLeftFootRingInNodeId,
244 kFBLeftFootRingANodeId,
245 kFBLeftFootRingBNodeId,
246 kFBLeftFootRingCNodeId,
247 kFBLeftFootRingDNodeId,
248 kFBLeftFootPinkyInNodeId,
249 kFBLeftFootPinkyANodeId,
250 kFBLeftFootPinkyBNodeId,
251 kFBLeftFootPinkyCNodeId,
252 kFBLeftFootPinkyDNodeId,
253 kFBRightFootThumbInNodeId,
254 kFBRightFootThumbANodeId,
255 kFBRightFootThumbBNodeId,
256 kFBRightFootThumbCNodeId,
257 kFBRightFootThumbDNodeId,
258 kFBRightFootIndexInNodeId,
259 kFBRightFootIndexANodeId,
260 kFBRightFootIndexBNodeId,
261 kFBRightFootIndexCNodeId,
262 kFBRightFootIndexDNodeId,
263 kFBRightFootMiddleInNodeId,
264 kFBRightFootMiddleANodeId,
265 kFBRightFootMiddleBNodeId,
266 kFBRightFootMiddleCNodeId,
267 kFBRightFootMiddleDNodeId,
268 kFBRightFootRingInNodeId,
269 kFBRightFootRingANodeId,
270 kFBRightFootRingBNodeId,
271 kFBRightFootRingCNodeId,
272 kFBRightFootRingDNodeId,
273 kFBRightFootPinkyInNodeId,
274 kFBRightFootPinkyANodeId,
275 kFBRightFootPinkyBNodeId,
276 kFBRightFootPinkyCNodeId,
277 kFBRightFootPinkyDNodeId,
302 kFBHipsTranslationNodeId,
365 kFBInvalidEffectorId = -1,
366 kFBHipsEffectorId = 0,
367 kFBLeftAnkleEffectorId,
368 kFBRightAnkleEffectorId,
369 kFBLeftWristEffectorId,
370 kFBRightWristEffectorId,
371 kFBLeftKneeEffectorId,
372 kFBRightKneeEffectorId,
373 kFBLeftElbowEffectorId,
374 kFBRightElbowEffectorId,
375 kFBChestOriginEffectorId,
376 kFBChestEndEffectorId,
377 kFBLeftFootEffectorId,
378 kFBRightFootEffectorId,
379 kFBLeftShoulderEffectorId,
380 kFBRightShoulderEffectorId,
382 kFBLeftHipEffectorId,
383 kFBRightHipEffectorId,
385 kFBLeftHandEffectorId,
386 kFBRightHandEffectorId,
387 kFBLeftHandThumbEffectorId,
388 kFBLeftHandIndexEffectorId,
389 kFBLeftHandMiddleEffectorId,
390 kFBLeftHandRingEffectorId,
391 kFBLeftHandPinkyEffectorId,
392 kFBLeftHandExtraFingerEffectorId,
393 kFBRightHandThumbEffectorId,
394 kFBRightHandIndexEffectorId,
395 kFBRightHandMiddleEffectorId,
396 kFBRightHandRingEffectorId,
397 kFBRightHandPinkyEffectorId,
398 kFBRightHandExtraFingerEffectorId,
399 kFBLeftFootThumbEffectorId,
400 kFBLeftFootIndexEffectorId,
401 kFBLeftFootMiddleEffectorId,
402 kFBLeftFootRingEffectorId,
403 kFBLeftFootPinkyEffectorId,
404 kFBLeftFootExtraFingerEffectorId,
405 kFBRightFootThumbEffectorId,
406 kFBRightFootIndexEffectorId,
407 kFBRightFootMiddleEffectorId,
408 kFBRightFootRingEffectorId,
409 kFBRightFootPinkyEffectorId,
410 kFBRightFootExtraFingerEffectorId,
417 FBEffectorSetDefault = 0,
432 FBLastEffectorSetIndex
438 FBLeftHandMemberIndex,
439 FBRightHandMemberIndex,
440 FBLeftFootMemberIndex,
441 FBRightFootMemberIndex,
442 FBLastCharacterMember
468 kFBCharacterInputActor,
469 kFBCharacterInputCharacter,
470 kFBCharacterInputMarkerSet,
471 kFBCharacterOutputMarkerSet,
472 kFBCharacterInputStance,
473 kFBCharacterInputMoCap
480 kFBCharacterKeyingFullBody,
481 kFBCharacterKeyingBodyPart,
482 kFBCharacterKeyingSelection,
483 kFBCharacterKeyingFullBodyNoPull,
490 kFBCharacterResetPropertiesAll,
491 kFBCharacterResetPropertiesSolving,
492 kFBCharacterResetPropertiesDefinition
498 kFBCharacterPlotOnControlRig,
499 kFBCharacterPlotOnSkeleton
506 kFBParamHipsTranslationWorldRigid = 0,
507 kFBParamHipsTranslationBodyRigid,
508 kFBLastHipsTranslationMode
515 kFBParamRollSolver70 = 0,
516 kFBParamRollSolver75,
524 kFBParamContactNeverSync = 0,
525 kFBParamContactSyncOnKey,
526 kFBParamContactAlwaysSync,
527 kFBLastContactBehaviour
534 kFBControlSetTypeNone = 0,
535 kFBControlSetTypeFKIK,
536 kFBControlSetTypeIKOnly
543 kFBSkeletonNotTracked = 0,
544 kFBSkeletonPositionOnly,
552 kFBSkeletonJointNotTracked = 0,
553 kFBSkeletonJointInferred,
554 kFBSkeletonJointTracked
561 FBCalibrationNoRequest = 0,
562 FBCalibrationInProcessing,
563 FBCalibrationSuccessfully
998 FBActor(
const char* pName, HIObject pObject=NULL);
1399 IObject_Declare(
override);
1539 void SelectModels(
bool pSelect,
bool pApplyToCharacter,
bool pApplyToRig,
bool pApplyToExtensions );
1545 void GoToStancePose(
bool pPushUndo =
false,
bool pIncludeCharacterExtensions =
true );
2012 #ifdef FBSDKUseNamespace
@ kFBRightKneeNodeId
Required.
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
int GetFKCount()
return the number of FK Effector Slot
@ kFBLeftKneeRollNode2Id
New leaf roll bone.
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
FBControlSet * GetCurrentControlSet(bool pForce=false)
Obtain Input ControlSet.
@ kFBRightExtraFootFingerCNodeId
New extra finger bone.
FBPropertyCharacterContactBehaviour ContactBehaviour
Read Write Property: Contact Behavior selection.
FBPropertyDouble MarkerSetSize
Read Write Property: The size of the markers of the actor.
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void PassDeviceMocapData(FBMocapJointsState *pDeviceMocapData)
PassDeviceMocapData.
FBPropertyBool InverseLeftKnee
Read Write Property: Is left knee inverted.
const char * GetReferenceName()
Get the reference name associated with this Control Set.
@ kFBLeftHipNodeId
Required.
FBPropertyAnimatableVector3d LeftWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
bool SetCharacterizeOn(bool pSetAsBiped)
Set the Characterize flag on.
FBCharacter * operator[](int pIndex)
Get the Character at pIndex.
bool IsPlottingActorToCtrlRig()
Return true if the Actor is currently being plot to the Control Rig.
FBPropertyBool InverseLeftElbow
Read Write Property: Is left elbow inverted.
FBPropertyAnimatableVector3d RightThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
int GetFKIndex(FBModel *pModel)
Return The Index of the Given Model.
FBPropertyVector3d NeckPosition
Read Write Property: Body part pivot of the actor.
virtual bool PlotAnimation(FBCharacterPlotWhere pPlotWhere, FBPlotOptions *pPlotOptions)
Plot the animation of the character.
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBRightElbowRollNode4Id
New leaf roll bone.
K_DLLIMPORT bool FBDeleteCharacterPinningPreset(const char *pPresetName)
Deletes a pinning preset from the Character Controls Tool.
void SetExternalSolver(int pIndex)
Set character external solver.
FBPropertyBool RightKneeKillPitch
Read Write Property: is Pitch used for Right knee.
bool IsRotationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Rotation (Manipulation).
FBMocapJointsState(int pSkeletonJointsCount)
Constructor.
FBPropertyAnimatableVector3d ChestOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
@ kFBLeftElbowRollNode2Id
New leaf roll bone.
FBControlSetState * GetControlSetEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.
@ kFBLeftExtraFingerANodeId
New extra finger bone.
@ kFBRightShoulderRollNode3Id
New leaf roll bone.
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyCharacter InputCharacter
Read Write Property: The index of the character used for the input.
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d WaistOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
int GetMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of marker in the set.
FBActor(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyBool IKManip
Read Write Property: Access to the IK Manip mode. This property is shared for all actors.
@ kFBLeftElbowRollNode4Id
New leaf roll bone.
@ kFBCtrlSetPartHead
Head Body Part.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
FBControlSet(const char *pName, HIObject pObject=NULL)
Constructor.
virtual int Duplicate(int pIndex)
Duplicate a Character.
FBPropertyMarkerSet MarkerSet
Read Write Property: Associated marker set.
FBPropertyAnimatableVector3d RightRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBFloorContactID
Floor contact for the given index.
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBRecalcMarkerSetOffsetROnly
Recalculate MarkerSet offset for R Only.
FBPropertyAnimatableVector3d RightThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBEffectorSetState * GetEffectorEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.
@ kFBVisibilityAll
All objects requested are visible.
@ kFBCtrlSetPartRightArm
Right Arm Body Part.
int GetMarkerSetVisibility()
Get the marker set visibility.
virtual int Duplicate(int pIndex)
Duplicate a marker set.
FBPropertyAnimatableVector3d RightIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
K_DLLIMPORT void FBSetCharacterFloorContactsVisibility(bool pShow)
Sets visibility of the floor contacts of the current character.
FBPropertyVector3d LeftWristPosition
Read Write Property: Body part pivot of the actor.
FBCharacter(const char *pName, HIObject pObject=NULL)
Constructor.
@ kFBLeftShoulderRollNode2Id
New leaf roll bone.
FBPropertyAnimatableVector3d LeftIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
K_DLLIMPORT bool FBGetCharacterFloorContactsVisibility()
Queries visibility of the floor contacts of the current character.
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
K_DLLIMPORT void FBSetCharacterFingerTipsVisibility(bool pShow)
Sets visibility of the finger-tips of the current character.
FBPropertyAnimatableVector3d LeftRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
bool SetFKVisibility(bool pState)
Set the FK visibility state.
K_DLLIMPORT FBBodyPartId FBGetBodyNodeBodyPart(FBBodyNodeId pBodyNodeId)
return BodyPart ID from Bones.
FBTVector * mSkeletonJointsPositions
Positions of each joint.
@ kFBLeftHipRollNode5Id
New leaf roll bone.
FBPropertyAnimatableVector3d ChestOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d LeftAnklePosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
Character extension property list.
FBPropertyAnimatableVector3d LeftRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
@ kFBLeftKneeRollNode3Id
New leaf roll bone.
FBBodyPartId
Body part for character.
@ kFBCtrlSetPartRightLeg
Right Leg Body Part.
Base Device class. Cannot be instantiated from Python.
FBProperty * GetMarkersProperty(FBBodyNodeId pNodeId)
Get the marker property associated with each body part of the character.
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
Character extension interface for FBSDK.
FBPropertyAnimatableVector3d RightMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBModel * GetIKEffectorModel(FBEffectorId pEffectorIndex, int pPivotIndex=0)
Return the object associated to the given Index.
@ kFBRightExtraFingerBNodeId
New extra finger bone.
FBModel * GetGoalModel(FBBodyNodeId pBodyNodeId)
Get the goal model associated with each body part in the Character Marker Set of the character.
FBPropertyVector3d RightCollarPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBLeftKneeRollNode4Id
New leaf roll bone.
@ kFBLeftExtraFootFingerCNodeId
New extra finger bone.
@ kFBLeftShoulderNodeId
Required.
void GetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pScaleVector)
Get Actor Scaling Definition.
@ kFBCtrlSetPartHips
Hips Body Part.
FBPropertyVector3d HeadPosition
Read Write Property: Body part pivot of the actor.
@ kFBLeftKneeNodeId
Required.
FBPropertyAnimatableVector3d RightIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Option parameters for plotting.
void SetReferenceModel(FBModel *pReferenceModel)
Associate a model to a marker.
FBPropertyAnimatableVector3d RightThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBLeftExtraFootFingerInNodeId
New extra finger bone.
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool SymmetryEditScaling
Read Write Property: Symmetry Edit (Scaling) mode state. Only effective when IKManip property is set ...
FBPropertyListCharacterExtension CharacterExtensions
List: Character Extensions in the character.
FBControlSetType
Character ControlSet type.
K_DLLIMPORT FBCharacterKeyingMode FBGetCharactersKeyingMode()
return Character Manipulation/Keying Mode
int GetIKEffectorIndex(FBModel *pModel)
Return the Index of the Given Model.
@ kFBLeftHipRollNode2Id
New leaf roll bone.
@ kFBRightWristNodeId
Required.
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void ReadCtrlSetAndEffectorState(FBControlSetState *pFKState, FBEffectorSetState *pIKState, FBEvaluateInfo *pEvaluateInfo)
Read FK and IK state from goals.
bool CreateControlRig(bool pSetFKIK)
Create the Control-Rig.
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetActorTranslation(FBVector3d pTranslationVector)
Translate Actor, similar to moving the hips of the Actor in the UI.
@ kFBCtrlSetPartRightFoot
Right Foot Body Part.
const char * GetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the name of marker at index pMarkerIndex.
@ kFBLeftHipRollNode3Id
New leaf roll bone.
FBPropertyAnimatableVector3d HipsOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d RightWristPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBModel *pModel)
Associate a model to a marker.
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBRightShoulderRollNode1Id
New leaf roll bone.
FBModel * GetReferenceModel()
Get the reference model associated with this Control Set.
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBLeftShoulderRollNode5Id
New leaf roll bone.
@ kFBRightShoulderNodeId
Required.
FBPropertyAnimatableVector3d LeftThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool SkeletonVisibility
Read Write Property: Show or Hide the Skeleton.
void SetLeftGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the left glove reference.
@ kFBRecalcMarkerSetOffsetTR
Recalculate MarkerSet offset for TR.
FBCalibrationState
Device Mocap character calibration state.
@ kFBRightExtraFootFingerInNodeId
New extra finger bone.
FBPropertyAnimatableVector3d RightWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d WaistOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
int mSkeletonJointsCount
Number of joints according to specific motion capture device.
@ kFBLeftWristNodeId
Required.
K_DLLIMPORT const char * FBCharacterBodyNodeNameFromId(FBBodyNodeId pBodyNodeId)
Get the UI name associated with a body node.
FBModel * GetFKModel(int pIndex)
Return the object associated to the given Index.
@ kFBCtrlSetPartLeftLeg
Left Leg Body Part.
FBPropertyAnimatableDouble ShoulderCorrection
Read Write Property: shoulder correction values.
FBPropertyAnimatableVector3d NeckOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetCharacterizeOff()
Set Characterize flag off.
virtual bool Snap(FBRecalcMarkerSetOffset pRecalcOffset)
Snap the marker set of the actor.
FBPropertyAnimatableVector3d RightMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyBool RightElbowKillPitch
Read Write Property: is Pitch used for Right elbow.
FBPropertyCharacterKeyingMode KeyingMode
Read Write Property: The current keying mode.
FBPropertyVector3d HipsPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
bool SetMultipleMarkerModels(FBModelList *pModelList)
Associate multiple models to markers, matching them by name.
@ kFBRightElbowNodeId
Required.
const int kFBLastActorNodeId
Last Actor NodeId.
FBCycleAnalysisNode * GetCycleAnalysisNode()
Get the Cycle Analysis Node from the current character.
@ kFBLeftAnkleNodeId
Required.
FBBodyNodeId GetIndexByModel(FBModel *pModel)
Get the index associated with Given Model.
FBCharacterPlotWhere
Where to plot a character.
FBPropertyAnimatableVector3d LeftPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d RightKneePosition
Read Write Property: Body part pivot of the actor.
FBPropertyVector3d LeftHipPosition
Read Write Property: Body part pivot of the actor.
void CycleAnalysisCurrentCharacter()
Run Cycle Analysis on current character.
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d LeftKneePosition
Read Write Property: Body part pivot of the actor.
FBPropertyBool LockX
Read Write Property: Lock character skeleton in place on X axis.
class K_DLLIMPORT FBPropertyBase< FBColor, kFBPT_ColorRGB > FBPropertyColor
FBPropertyColor type definition.
int AddMarker(FBSkeletonNodeId pNodeId, FBModel *pModel=NULL, bool pIsOriented=false)
Add a marker to the marker set.
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBVisibilitySome
Some objects (at least one, but not all) requested are visible.
FBModel * GetModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part of the character.
@ kFBRightElbowRollNode1Id
New leaf roll bone.
@ kFBRightShoulderRollNode5Id
New leaf roll bone.
bool GetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker orientated ?
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool WriteReference
Read Write Property: are we writing back on reference.
FBSkeletonState * GetDefaultSkeletonState()
Return the Default Skeleton State.
@ kFBLeftExtraFingerInNodeId
New extra finger bone.
@ kFBRightHipRollNode5Id
New leaf roll bone.
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBMatrix * mSkeletonJointsGlobalOrientations
Global orientations of each bone.
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
@ kFBRightExtraFingerCNodeId
New extra finger bone.
K_DLLIMPORT bool FBGetCharacterFingerTipsVisibility()
Queries visibility of the finger-tips of the current character.
void SetRightGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the right glove reference.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
void SetSensorFloorOffset(double pSensorFloorOffset)
SetSensorFloorOffset.
FBPropertyAnimatableVector3d LeftThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
FBPropertyBool PivotPointsVisibility
Read Write Property: Show or Hide the Pivot Points.
@ kFBVisibilityInvalid
Invalid visibility request.
FBPropertyAnimatableVector3d LeftIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBActor is used to link motion data to a character.
FBPropertyAnimatableVector3d LeftHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
Character marker set class.
FBPropertyColor SkeletonColor
Read Write Property: The color of the skeleton of the actor.
FBSkeletonState * GetCurrentSkeletonState(bool pResetOrientation=false)
Return the Current Skeleton State.
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBRightHipRollNode3Id
New leaf roll bone.
@ kFBCtrlSetPartNone
No part selected.
void GetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pRotationVector)
Get Actor Rotation Definition.
const char * GetCharacterizeError()
Get error message for the previous SetCharacterizeOn operation.
void EndTransaction()
Specify that you are done calling a group of functions.
FBPropertyAnimatableVector3d RightPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate=true)
Set Actor Rotation Definition.
void SetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pUsed)
Set marker to be used or not.
@ kFBRightElbowRollNode2Id
New leaf roll bone.
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBVisibilityState GetIKVisibility()
Get the IK visibility state.
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100)
Create auxiliary on effector.
A character is the link between a motion source and a character model.
@ kFBLeftKneeRollNode1Id
New leaf roll bone.
FBPropertyAnimatableVector3d LeftRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBSkeletonJointTrackingState * mSkeletonJointTrackingState
State of the skeleton joint tracking.
void GetEffectorMatrix(FBEffectorId pEffectorId, FBMatrix &pEffectorGlobalMatrix)
Returned global matrix associated to the given Index.
FBPropertyAnimatableVector3d LeftMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBRightAnkleNodeId
Required.
bool GetLinkToModelOk()
Get the marker set association correctness.
virtual void ResetProperties(FBCharacterResetProperties pType)
Reset the properties of the character.
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBCalibrationState GetMocapCalibrationState()
Get Mocap calibration state.
FBModel * GetReferenceModel()
Get the reference model associated with this marker set.
FBPropertyAnimatableVector3d LeftThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d HeadOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
void CopyAnimation()
Copy the animation from the input character to us.
void SetMocapCalibrationState(FBCalibrationState pState)
Set the Mocap calibration state.
@ kFBRightHipRollNode4Id
New leaf roll bone.
FBPropertyAnimatableVector3d LeftMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBLeftShoulderRollNode4Id
New leaf roll bone.
#define __FBClassDeclare(Name, Parent)
For internal use only.
class K_DLLIMPORT FBPropertyBaseAnimatable< double, kFBPT_double > FBPropertyAnimatableDouble
FBPropertyBaseAnimatableDouble type definition.
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyColor PivotColor
Read Write Property: The color of the pivot points of the actor.
@ kFBCtrlSetPartRightHand
Right Hand Body Part.
FBSkeletonTrackingState
Device Mocap skeleton tracking state.
bool GetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker used ?
@ kFBCtrlSetPartLeftHand
Left Hand Body Part.
FBCharacterKeyingMode
Character keying modes.
FBPropertyVector3d WaistPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
@ kFBRightKneeRollNode1Id
New leaf roll bone.
virtual void FBDelete() override
Actual Character destructor.
Property: Base property class.
FBPropertyAnimatableVector3d RightMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBLeftExtraFootFingerDNodeId
New extra finger bone.
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d RightAnklePosition
Read Write Property: Body part pivot of the actor.
K_DLLIMPORT FBCharacter * FBGetCharacterByAssociatedPart(FBComponent *pPart)
Get character by its associated IK/FK Marker or Bone.
FBPropertyAnimatableVector3d LeftKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetRotationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Rotation (Manipulation) status.
@ kFBLastCtrlSetPartIndex
Part count.
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
@ kFBRightKneeRollNode2Id
New leaf roll bone.
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
Read Write Property: Hips Translation Mode.
FBPropertyAnimatableVector3d LeftElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
void UpdateValues(FBEvaluateInfo *pEvalInfo)
Update Internal Values to be corresponding to the Given Evaluate Information.
FBPropertyAnimatableVector3d RightIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyMarkerSet OutputMarkerSet
Read Write Property: Associated output marker set.
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyControlSetType ControlSetType
Read Property: the control Set Type (FKIK or IK).
FBPropertyAnimatableVector3d LeftIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
FBPropertyAnimatableVector3d LeftPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBMarkerSet * operator[](int pIndex)
Get the marker set at pIndex.
FBPropertyAnimatableVector3d LeftMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void ConnectControlRig(FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy)
Connect a Control-Rig to the character.
FBPropertyAnimatableVector3d LeftAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce=false)
Obtain Input CharacterMarkerSet.
FBPropertyAnimatableVector3d LeftThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
@ kFBRightExtraFingerDNodeId
New extra finger bone.
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
@ kFBLeftElbowNodeId
Required.
FBPropertyAnimatableVector3d RightMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBWaistNodeId
Required, Spine 0.
@ kFBLeftExtraFingerDNodeId
New extra finger bone.
@ kFBCtrlSetPartChest
Chest Body Part.
FBPropertyAnimatableVector3d LeftPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void GetReach(FBEffectorId pEffectorId, double &pReachT, double &pReachR)
Returned translation and rotation reach associated to the given Index.
void SetMarkerSetVisibility(bool pVisibility)
Set the marker set visibility.
FBPropertyAnimatableVector3d RightThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
virtual void FBDelete() override
Actual Actor destructor.
FBCharacterContactBehaviour
Character Contact Behaviour.
@ kFBRightShoulderRollNode2Id
New leaf roll bone.
@ kFBLeftKneeRollNode5Id
New leaf roll bone.
void SetupDeviceMocap(FBDevice *pDevice, int pSkeletonJointsCount, FBBodyNodeId *pSkeletonJointsOrder)
SetupDeviceMocap.
FBPropertyAnimatableVector3d LeftCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyDouble PivotSize
Read Write Property: The size of the pivot points of the actor.
void GetMarkerROffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector *pROffset)
Get/Set a marker rotation.
FBPropertyAnimatableVector3d RightMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
@ kFBRightElbowRollNode3Id
New leaf roll bone.
FBModel * GetFloorContactModel(FBFloorContactID pMemberIndex)
Get the model associated with the floor contact ID.
FBPropertyVector3d LeftCollarPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d HipsOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBCharacterMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyAnimatableVector3d LeftShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBModel * GetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the model associated with a marker.
FBProperty * GetSnapProperty(FBBodyNodeId pNodeId, FBModelTransformationType pWhat)
Get the snap property associated with each body part of the character for given transformation.
FBPropertyAnimatableVector3d RightPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBLeftElbowRollNode3Id
New leaf roll bone.
void GetNodeMatrix(FBSkeletonNodeId pSkeletonId, FBMatrix &pSkeletonGlobalMatrix)
Returned global matrix associated to the given Index.
Four x Four (double) Matrix.
const char * GetIKEffectorName(FBEffectorId pEffectorIndex)
return the name of IK Effector
FBSkeletonJointTrackingState
Device Mocap skeleton joint tracking state.
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBModelTransformationType
Types of transformation vector/matrices possible.
FBPropertyAnimatableVector3d RightRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBVisibilityState GetFKVisibility()
Get the FK visibility state.
@ kFBLeftShoulderRollNode3Id
New leaf roll bone.
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Translation (Manipulation) status.
FBPropertyVector3d RightFootPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
const char * GetFKName(int pIndex)
return the name of FK Effector at the given index
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
FBSkeletonTrackingState mSkeletonTrackingState
State of the skeleton tracking.
void SetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate=true)
Set Actor Scaling Definition.
FBPropertyBool SymmetryEditRotation
Read Write Property: Symmetry Edit (Rotation) mode state. Only effective when IKManip property is set...
bool GetCharacterize()
Get Characterize flag.
int GetIKEffectorPivotCount(FBEffectorId pEffectorIndex)
return the number of IK Effector Slot
FBEffectorId
All effector nodes.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
@ kFBRightHipRollNode1Id
New leaf roll bone.
FBPropertyAnimatableVector3d LeftRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBRightShoulderRollNode4Id
New leaf roll bone.
FBPropertyBool Visibility
Read Write Property: Show or Hide the Actor Body.
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?
@ kFBLeftElbowRollNode1Id
New leaf roll bone.
FBControlSet * operator[](int pIndex)
Get the marker set at pIndex.
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
K_DLLIMPORT bool FBSetActorMarkerSetVisibility(bool pShow)
Sets visibility of the marker set of the current actor.
FBVisibilityState
Visibility state.
void DisconnectControlRig()
Disconnect the Control-Rig from the character.
FBPropertyVector3d ChestPosition
Read Write Property: Body part pivot of the actor.
FBCharacterResetProperties
Character Reset Properties Type.
FBBodyNodeId
All body nodes.
FBPropertyVector3d LeftShoulderPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
bool SetSkeletonVisibility(bool pState)
Set the skeleton visibility state.
@ kFBLeftShoulderRollNode1Id
New leaf roll bone.
FBPropertyAnimatableVector3d RightRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d HeadOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyDouble FKOpacity
Read Write Property: Opacity value used on FK (between 0 and 100).
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool ManipulateOffsets
Read Write Property: Flag to compute offsets while manipulating. If it is set to false,...
FBPropertyAnimatableVector3d LeftPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBCharacterRollSolver
Character Roll Solver version.
FBPropertyAnimatableVector3d LeftShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
void Retarget(bool pOnBaseLayer)
Retarget the animation from the input character to us.
@ kFBRightKneeRollNode3Id
New leaf roll bone.
@ kFBRightKneeRollNode4Id
New leaf roll bone.
@ kFBRightExtraFingerANodeId
New extra finger bone.
void GetMarkerTOffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector *pTOffset)
Get/Set a marker translation.
void BeginTransaction()
Specify that you are about to call a group of functions.
FBModel * GetLeftGloveReferenceModel()
Get the reference model associated with left hand.
FBPropertyVector3d RightHipPosition
Read Write Property: Body part pivot of the actor.
double mFloorClipPlaneW
Floor Clip Plane W value for camera reposition.
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool LeftKneeKillPitch
Read Write Property: is Pitch used for Left knee.
K_DLLIMPORT bool FBGetActorMarkerSetVisibility()
Queries visibility of the marker set of the current actor.
PropertyList: Concrete class for PropertyList of component
FBPropertyVector3d LeftElbowPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Base class for constraints.
Template class to contain an array of items.
FBSkeletonNodeId
All Skeleton nodes
FBPropertyBool LockZ
Read Write Property: Lock character skeleton in place on Z axis.
void SetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex, const char *pMarkerName)
Set the name of marker at index pMarkerIndex.
FBPropertyAnimatableVector3d RightThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBProperty * GetExtractionProperty(FBBodyNodeId pNodeId)
Get the extraction property associated with each body part of the character.
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
__FB_FORWARD(FBControlSetState)
Control Set State class.
FBPropertyAnimatableVector3d LeftIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
@ kFBRightExtraFootFingerANodeId
New extra finger bone.
Three dimensional scaling vector.
FBPropertyAnimatableVector3d LeftThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
void RemoveCharacterExtension(FBCharacterExtension *pExt)
Get the model associated with each body part of the character.
FBPropertyBool LeftElbowKillPitch
Read Write Property: is Pitch used for Left elbow.
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool UseAxis
Read Write Property: is using axis.
FBPropertyVector3d RightElbowPosition
Read Write Property: Body part pivot of the actor.
void SetExternalSolver(FBCharacterSolver *pSolver)
Set character solver.
@ kFBLeftExtraFingerCNodeId
New extra finger bone.
FBString mCharacterizeError
Used to store SetCharacterizeOn errors and warnings.
FBPropertyAnimatableVector3d RightPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBModel * GetRightGloveReferenceModel()
Get the reference model associated with right hand.
FBPropertyAnimatableVector3d RightCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
K_DLLIMPORT bool FBSaveCharacterPinningPreset(const char *pPresetName, bool pAllowOverwriting=false)
Saves a pinning preset from the current pinning values in the Character Controls Tool.
K_DLLIMPORT const char * FBCharacterEffectorNameFromId(FBEffectorId pEffectorId)
Get the UI name associated with an effector.
FBPropertyAnimatableVector3d LeftIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
@ kFBLeftExtraFootFingerBNodeId
New extra finger bone.
FBPropertyAnimatableVector3d RightIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBCharacter * Clone() override
Clone the character.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d NeckOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBModel * GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)
Get the model associated with each effector in the Control Rig of the character.
@ kFBRightHipRollNode2Id
New leaf roll bone.
bool IsTranslationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Translation (Manipulation).
FBPropertyAnimatableVector3d RightAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyCharacterInputType InputType
Read Write Property: The input type for the character (ex: Actor).
void GetActiveBodyPart(bool *pActivePart)
Get the active body part array.
@ kFBLeftElbowRollNode5Id
New leaf roll bone.
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBBodyNodeId GetCtrlRigIndexByModel(FBModel *pModel)
Get the index of the model associated with each body part in the Control Rig of the character.
FBRecalcMarkerSetOffset
Recalculate MarkerSet offset for?
bool CreateCharacterMarkerSet(bool pSetActive)
Create the Character Marker Set.
FBPropertyColor BodyColor
Read Write Property: The color of the body of the actor.
FBModel * GetCtrlRigModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part in the Control Rig of the character.
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
@ kFBLeftExtraFingerBNodeId
New extra finger bone.
@ kFBRightElbowRollNode5Id
New leaf roll bone.
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
FBCharacterInputType
Character Input/Output types.
bool IsParentNodeOffset(FBBodyNodeId pNodeId)
Check if there is an offset on Parent.
FBPropertyAnimatableVector3d RightElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
bool IsCtrlSetReady()
Return true Ctrl Set is Ready to be used.
@ kFBRightExtraFootFingerBNodeId
New extra finger bone.
FBPropertyBool LockY
Read Write Property: Lock character skeleton in place on Y axis.
K_DLLIMPORT bool FBLoadCharacterPinningPreset(const char *pPresetName)
Loads a pinning preset in the Character Controls Tool.
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void MirrorCharacterExtensions(FBEvaluateInfo *pEvaluateInfo)
Mirror character extensions.
@ kFBVisibilityAny
Any object requested is visible.
FBVisibilityState GetSkeletonVisibility()
Get the skeleton visibility state.
AnimationNodeNotify evaluation information.
void GetNodeMatrix(FBBodyNodeId pNodeId, FBMatrix &pNodeGlobalMatrix)
Returned global matrix associated to the given Index.
void AddCharacterExtension(FBCharacterExtension *pExt)
AddCharacterExtension.
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void GoToStancePose(bool pPushUndo=false, bool pIncludeCharacterExtensions=true)
Set the character in stance pose.
void SetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pIsOriented)
Set marker to be oriented or not.
PropertyList: CharacterMarkerSet.
@ kFBRightExtraFootFingerDNodeId
New extra finger bone.
FBCharacterHipsTranslationMode
Character Hips Translation modes.
FBPropertyBool InverseRightElbow
Read Write Property: Is right elbow inverted.
@ kFBRightHipNodeId
Required.
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
void GetSkinModelList(FBModelList &pSkinModelList)
Get the skin model associated with character bones.
MotionBuilder SDK base class.
void SetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector, bool pSymmetricUpdate=true)
Set Actor Translation Definition.
@ kFBLeftHipRollNode1Id
New leaf roll bone.
FBPropertyBool MirrorMode
Read Write Property: is in mirror mode.
FBPropertyBool SyncMode
Read Write Property: is character in sync mode.
FBPropertyAnimatableVector3d RightKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBTVector mSkeletonPosition
Position of the skeleton.
FBPropertyVector3d LeftFootPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyCharacterRollSolver RollSolver
Read Write Property: Roll Solver selection.
bool SetIKVisibility(bool pState)
Set the IK visibility state.
FBPropertyAnimatableVector3d LeftAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
bool ReadyForRetarget()
Test if character is ready for the Retarget operation (basically, is it in character input ?...
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBCharacterSolver * GetExternalSolver()
Get a pointer to the external solver of a character, or NULL is no external solver is used on the cha...
FBPropertyAnimatableVector3d LeftHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyActor InputActor
Read Write Property: The index of the actor used for the input.
@ kFBRightKneeRollNode5Id
New leaf roll bone.
@ kFBRightExtraFingerInNodeId
New extra finger bone.
FBPropertyBool SymmetryEditTranslation
Read Write Property: Symmetry Edit (Translation) mode state. Only effective when IKManip property is ...
@ kFBLeftHipRollNode4Id
New leaf roll bone.
void SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
Select the objects that make a character.
FBPropertyAnimatableVector3d RightRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBEffectorSetID
Effector ID identifier.
@ kFBCtrlSetPartLeftFoot
Left Foot Body Part.
@ kFBLeftExtraFootFingerANodeId
New extra finger bone.
@ kFBCtrlSetPartLeftArm
Left Arm Body Part.
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void GetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pTranslationVector)
Get Actor Translation Definition.
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
K_DLLIMPORT FBBodyPartId FBGetEffectorBodyPart(FBEffectorId pEffectorId)
return BodyPart ID from Effector.
FBPropertyAnimatableVector3d LeftKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyBool InverseRightKnee
Read Write Property: Is right knee inverted.
virtual int Duplicate(int pIndex)
Duplicate an actor.
int GetUsedMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of used marker in the set.
FBPropertyAnimatableVector3d RightFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBCharacterMarkerSet * operator[](int pIndex)
Get the character marker set at pIndex.
FBPropertyVector3d RightShoulderPosition
Read Write Property: Body part pivot of the actor.
FBActor * operator[](int pIndex)
Get the actor at pIndex.
FBPropertyAnimatableVector3d RightThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve