Open Reality Reference Guide
FBCharacter Class Reference

A character is the link between a motion source and a character model. More...

#include <fbcharacter.h>

Inheritance diagram for FBCharacter:

Public Member Functions

 FBCharacter (const char *pName, HIObject pObject=NULL)
 Constructor. More...
 
 IObject_Declare (override)
 
virtual void FBDelete () override
 Actual Character destructor. More...
 
FBCharacterClone () override
 Clone the character. More...
 
void CycleAnalysisCurrentCharacter ()
 Run Cycle Analysis on current character. More...
 
FBCycleAnalysisNodeGetCycleAnalysisNode ()
 Get the Cycle Analysis Node from the current character. More...
 
void AddCharacterExtension (FBCharacterExtension *pExt)
 AddCharacterExtension. More...
 
void RemoveCharacterExtension (FBCharacterExtension *pExt)
 Get the model associated with each body part of the character. More...
 
FBModelGetModel (FBBodyNodeId pBodyNodeId)
 Get the model associated with each body part of the character. More...
 
void GetSkinModelList (FBModelList &pSkinModelList)
 Get the skin model associated with character bones. More...
 
FBBodyNodeId GetIndexByModel (FBModel *pModel)
 Get the index associated with Given Model. More...
 
FBModelGetCtrlRigModel (FBBodyNodeId pBodyNodeId)
 Get the model associated with each body part in the Control Rig of the character. More...
 
FBBodyNodeId GetCtrlRigIndexByModel (FBModel *pModel)
 Get the index of the model associated with each body part in the Control Rig of the character. More...
 
FBModelGetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)
 Get the model associated with each effector in the Control Rig of the character. More...
 
FBModelGetFloorContactModel (FBFloorContactID pMemberIndex)
 Get the model associated with the floor contact ID. More...
 
FBModelGetGoalModel (FBBodyNodeId pBodyNodeId)
 Get the goal model associated with each body part in the Character Marker Set of the character. More...
 
void GetTOffset (FBBodyNodeId pBodyNodeId, FBTVector *pTVector)
 
void GetROffset (FBBodyNodeId pBodyNodeId, FBRVector *pRVector)
 
void GetSOffset (FBBodyNodeId pBodyNodeId, FBSVector *pSVector)
 
void GetTransformOffset (FBBodyNodeId pBodyNodeId, FBMatrix *pOffsetMatrix)
 
void GetParentROffset (FBBodyNodeId pBodyNodeId, FBRVector *pRVector)
 
virtual bool PlotAnimation (FBCharacterPlotWhere pPlotWhere, FBPlotOptions *pPlotOptions)
 Plot the animation of the character. More...
 
bool ReadyForRetarget ()
 Test if character is ready for the Retarget operation (basically, is it in character input ?). More...
 
void Retarget (bool pOnBaseLayer)
 Retarget the animation from the input character to us. More...
 
void CopyAnimation ()
 Copy the animation from the input character to us. More...
 
virtual void ResetProperties (FBCharacterResetProperties pType)
 Reset the properties of the character. More...
 
void SelectModels (bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
 Select the objects that make a character. More...
 
void GoToStancePose (bool pPushUndo=false, bool pIncludeCharacterExtensions=true)
 Set the character in stance pose. More...
 
void SetMocapCalibrationState (FBCalibrationState pState)
 Set the Mocap calibration state. More...
 
FBCalibrationState GetMocapCalibrationState ()
 Get Mocap calibration state. More...
 
void SetupDeviceMocap (FBDevice *pDevice, int pSkeletonJointsCount, FBBodyNodeId *pSkeletonJointsOrder)
 SetupDeviceMocap. More...
 
void SetSensorFloorOffset (double pSensorFloorOffset)
 SetSensorFloorOffset. More...
 
void PassDeviceMocapData (FBMocapJointsState *pDeviceMocapData)
 PassDeviceMocapData. More...
 
bool SetCharacterizeOn (bool pSetAsBiped)
 Set the Characterize flag on. More...
 
const char * GetCharacterizeError ()
 Get error message for the previous SetCharacterizeOn operation. More...
 
void SetCharacterizeOff ()
 Set Characterize flag off. More...
 
bool GetCharacterize ()
 Get Characterize flag. More...
 
bool CreateControlRig (bool pSetFKIK)
 Create the Control-Rig. More...
 
void ConnectControlRig (FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy)
 Connect a Control-Rig to the character. More...
 
void DisconnectControlRig ()
 Disconnect the Control-Rig from the character. More...
 
bool CreateAuxiliary (FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100)
 Create auxiliary on effector. More...
 
FBControlSetGetCurrentControlSet (bool pForce=false)
 Obtain Input ControlSet. More...
 
bool CreateCharacterMarkerSet (bool pSetActive)
 Create the Character Marker Set. More...
 
FBCharacterMarkerSetGetCharacterMarkerSet (bool pForce=false)
 Obtain Input CharacterMarkerSet. More...
 
bool IsParentNodeOffset (FBBodyNodeId pNodeId)
 Check if there is an offset on Parent. More...
 
FBCharacterSolverGetExternalSolver ()
 Get a pointer to the external solver of a character, or NULL is no external solver is used on the character. More...
 
void SetExternalSolver (int pIndex)
 Set character external solver. More...
 
void SetExternalSolver (FBCharacterSolver *pSolver)
 Set character solver. More...
 
void GetActiveBodyPart (bool *pActivePart)
 Get the active body part array. More...
 
bool IsRotationPin (FBEffectorId pEffectorIndex)
 Return true if the object is Pinned in Rotation (Manipulation). More...
 
bool SetRotationPin (FBEffectorId pEffectorIndex, bool pValue)
 Set the object Pinned in Rotation (Manipulation) status. More...
 
bool IsTranslationPin (FBEffectorId pEffectorIndex)
 Return true if the object is Pinned in Translation (Manipulation). More...
 
bool SetTranslationPin (FBEffectorId pEffectorIndex, bool pValue)
 Set the object Pinned in Translation (Manipulation) status. More...
 
bool IsCtrlSetReady ()
 Return true Ctrl Set is Ready to be used. More...
 
bool IsPlottingActorToCtrlRig ()
 Return true if the Actor is currently being plot to the Control Rig. More...
 
FBControlSetStateGetControlSetEvaluationCache (FBEvaluateInfo *pEvaluateInfo)
 Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo. More...
 
FBEffectorSetStateGetEffectorEvaluationCache (FBEvaluateInfo *pEvaluateInfo)
 Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo. More...
 
void MirrorCharacterExtensions (FBEvaluateInfo *pEvaluateInfo)
 Mirror character extensions. More...
 
FBVisibilityState GetIKVisibility ()
 Get the IK visibility state. More...
 
bool SetIKVisibility (bool pState)
 Set the IK visibility state. More...
 
FBVisibilityState GetFKVisibility ()
 Get the FK visibility state. More...
 
bool SetFKVisibility (bool pState)
 Set the FK visibility state. More...
 
FBVisibilityState GetSkeletonVisibility ()
 Get the skeleton visibility state. More...
 
bool SetSkeletonVisibility (bool pState)
 Set the skeleton visibility state. More...
 
- Public Member Functions inherited from FBConstraint
 FBConstraint (const char *pName, HIObject pObject=NULL)
 Constructor. More...
 
 IObject_Declare (override)
 
virtual void ActiveChanged ()
 Notification for Activation Status Change. More...
 
virtual void RemoveAllAnimationNodes ()
 Remove animation nodes. More...
 
virtual void SetupAllAnimationNodes ()
 Setup animation nodes. More...
 
virtual void SnapSuggested ()
 Suggest 'snap'. More...
 
virtual void FreezeSuggested ()
 Suggest 'freeze'. More...
 
virtual bool Disable (FBModel *pModel)
 Disable constraint on pModel. More...
 
virtual bool Enable (FBModel *pModel)
 Enable constraint on pModel. More...
 
virtual bool AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo, FBConstraintInfo *pConstraintInfo)
 Notification callback for connectors. More...
 
FBAnimationNodeAnimationNodeOutCreate (kReference pUserId, FBModel *pModel, const char *pAttribute)
 Animation Node Creations (IN/OUT). More...
 
FBAnimationNodeAnimationNodeInCreate (kReference pUserId, FBModel *pModel, const char *pAttribute)
 
FBAnimationNodeAnimationNodeInCreate (kReference pUserId, FBProperty *pProperty)
 Animation Node Creations (IN). More...
 
virtual void SaveModelState (FBModel *pModel, bool pS, bool pR, bool pT)
 Save current state of pModel. More...
 
virtual void RestoreModelState (FBModel *pModel)
 Restore the saved model state onto pModel. More...
 
virtual void FreezeSRT (FBModel *pModel, bool pS, bool pR, bool pT)
 Freeze current model state. More...
 
int ReferenceGroupGetCount ()
 Return the number of reference groups. More...
 
int ReferenceGroupAdd (const char *pGroupName, int pMaxItemCount)
 Add a group of references. More...
 
const char * ReferenceGroupGetName (int pGroupIndex)
 Get the name of the reference group. More...
 
int ReferenceGroupGetMaxCount (int pGroupIndex)
 Get the maximum number of items that can exist in the reference group in question. More...
 
FBModelReferenceGet (int pGroupIndex, int pItemIndex=0)
 Get a reference. More...
 
int ReferenceGetCount (int pGroupIndex)
 Get number of references in a specified group. More...
 
bool ReferenceAdd (int pGroupIndex, FBModel *pModel)
 Add a reference to a specified group. More...
 
bool ReferenceRemove (int pGroupIndex, FBModel *pModel)
 Remove a reference to pModel from the group at pGroupIndex. More...
 
void ReferenceRemoveAll ()
 Remove All References. More...
 
virtual bool ReferenceAddNotify (int pGroupIndex, FBModel *pModel)
 Notification callbacks for when a reference is added or removed. More...
 
virtual bool ReferenceRemoveNotify (int pGroupIndex, FBModel *pModel)
 
virtual bool DeformerPreNotify (FBModel *pModel, FBEvaluateInfo *pEvaluateInfo, FBVertex *pBBoxMin, FBVertex *pBBoxMax)
 Deformation pre-notification function This function pass the evaluation information for deformation (if timing is required). More...
 
virtual bool DeformerNotify (FBModel *pModel, const FBVertex *pSrcVertex, const FBVertex *pSrcNormal, int pCount, FBVertex *pDstVertex, FBVertex *pDstNormal)
 Deformation notification function. More...
 
virtual bool DeformerBind (FBModel *pModel)
 Bind/Unbind pModel to deformation constraint. More...
 
virtual bool DeformerUnBind (FBModel *pModel)
 
virtual bool FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
 Store/Retrieve data to/from FBX files. More...
 
virtual bool FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
 
- Public Member Functions inherited from FBBox
 FBBox (const char *pName, HIObject pObject=NULL)
 Constructor. More...
 
virtual FBAnimationNodeAnimationNodeInCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
 Creation of IN/OUT Animation Nodes. More...
 
virtual FBAnimationNodeAnimationNodeOutCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
 
virtual bool EvaluateAnimationNodes (FBEvaluateInfo *pEvaluateInfo)
 Evaluation of non TRS nodes that needs to be evaluated. More...
 
virtual bool AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo)
 Notification function for animation thread. More...
 
virtual bool ResolveCandidate (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo)
 Function is call when candidate needs to be resolved (like global to local). More...
 
virtual ECandidateAction SetGlobalCandidate (FBAnimationNode *pAnimationNode, double *pData, FBEvaluateInfo *pEvaluateInfo)
 Function is call when a global candidate is set on an animation node. More...
 
virtual ECandidateAction SetStdCandidate (FBAnimationNode *pAnimationNode, double *pData, FBEvaluateInfo *pEvaluateInfo)
 Function is call when a non-global candidate is set on an animation node. More...
 
virtual bool AnimationNodeDestroy (FBAnimationNode *pAnimationNode)
 Destroy an animation node. More...
 
virtual bool AnimationNodeIsUserData (FBAnimationNode *pAnimationNode)
 Is the animation node user data? More...
 
virtual void AnimationNodesOutDisableIfNotWritten (FBEvaluateInfo *pEvaluateInfo)
 This call will disable all out animation nodes from being pull by system (animation thread) for given pEvaluateInfo. More...
 
virtual FBAnimationNodeAnimationNodeInGet ()
 Get the (IN/OUT) animation node for this box. More...
 
virtual FBAnimationNodeAnimationNodeOutGet ()
 
virtual const char * FbxGetObjectType ()
 Returns the class type inherited by the class of an object, for example: 'Box', 'Constraint', 'TimelineXTrack'. More...
 
virtual const char * FbxGetObjectSubType ()
 Returns the class sub type inherited by the class of an object, for example: 'Relations', 'Parent-Child', 'Number to Vector', 'Shot'. More...
 
 IObject_Declare (override)
 
virtual int GetOutConnectorCount () const
 Get the number of animation node outputs for this box. More...
 
virtual int GetInConnectorCount () const
 Get the number of animation node inputs for this box. More...
 
virtual FBAnimationNodeGetOutConnector (int pIndex) const
 Get the animation node output associated with the given index. More...
 
virtual FBAnimationNodeGetInConnector (int pIndex) const
 Get the animation node input associated with the given index. More...
 
- Public Member Functions inherited from FBComponent
 FBComponent (HIObject pObject)
 Constructor. More...
 
virtual ~FBComponent ()
 Destructor. More...
 
virtual bool FBCreate ()
 Open Reality Creation function. More...
 
virtual void FBDestroy ()
 Open Reality destruction function. More...
 
virtual bool SetHIObject (HIObject pObject, bool pSDKComponent) override
 Assign component to an internal pointer. More...
 
virtual int PropertyAdd (FBProperty *pProperty)
 Add a property to the component's property manager. More...
 
bool PropertyAddReferenceProperty (FBProperty *pReferenceProperty)
 Add a reference property to the component's property manager. More...
 
void PropertyRemove (FBProperty *pProperty)
 Remove a Property from the component's Property manager. More...
 
void PropertyGetModifiedList (FBArrayTemplate< FBProperty * > &pPropList, FBPlugModificationFlag pModificationFlags)
 Get list of properties which have been modified since last loading. More...
 
FBPropertyPropertyCreate (const char *pName, FBPropertyType pType, const char *pDataType, bool pAnimatable, bool pIsUser=false, FBProperty *pReferenceSource=NULL)
 Create user or dynamic property. More...
 
FBObjectFlag GetObjectFlags ()
 Get all Object Flags (concatenated). More...
 
void SetObjectFlags (FBObjectFlag pFlags)
 SetObjectFlags. More...
 
bool HasObjectFlags (FBObjectFlag pFlags)
 Check whether a specific object flag is enabled. More...
 
void EnableObjectFlags (FBObjectFlag pFlags)
 Enable a specific Object Flags. More...
 
void DisableObjectFlags (FBObjectFlag pFlags)
 Disable a specific Object Flags. More...
 
void SetObjectStatus (FBObjectStatus pStatus, bool pValue)
 Enable/Disable a specific Object Status. More...
 
bool GetObjectStatus (FBObjectStatus pStatus)
 Check to see if an object status is enabled. More...
 
bool ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true)
 ProcessNamespaceHierarchy. More...
 
bool ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true)
 ProcessObjectNamespace. More...
 
virtual const char * ClassName () override
 Get the class name. More...
 
virtual bool UseCustomPropertyViewSet () const
 Use the custom property viewSet or not. More...
 
const char * GetFullName (void)
 Get the full name. More...
 
void SetOwnerNamespace (FBNamespace *pOwnerNSObj)
 Set the owner Namespace object. More...
 
FBNamespaceGetOwnerNamespace (void)
 Get the owner Namespace object. More...
 
FBFileReferenceGetOwnerFileReference (void)
 Get the owner FileReference object. More...
 
void HardSelect ()
 HardSelect. More...
 
virtual bool Is (int pTypeId) override
 Returns true if object is of type TypeId. More...
 
virtual int GetTypeId () override
 GetTypeId( int pTypeId ) More...
 
- Public Member Functions inherited from FBWrapperHolder
FBScriptWrapperGetWrapper ()
 Return the wrapper interface of this FBObject. More...
 
void AddWrapper (FBScriptWrapper *)
 
void RemoveWrapper (FBScriptWrapper *)
 

Public Attributes

FBPropertyCharacterInputType InputType
 Read Write Property: The input type for the character (ex: Actor). More...
 
FBPropertyCharacterKeyingMode KeyingMode
 Read Write Property: The current keying mode. More...
 
FBPropertyActor InputActor
 Read Write Property: The index of the actor used for the input. More...
 
FBPropertyCharacter InputCharacter
 Read Write Property: The index of the character used for the input. More...
 
FBPropertyBool ActiveInput
 Read Write Property: Is the character input active? More...
 
FBPropertyListCharacterExtension CharacterExtensions
 List: Character Extensions in the character. More...
 
FBString mCharacterizeError
 Used to store SetCharacterizeOn errors and warnings. More...
 
FBPropertyBool MirrorMode
 Read Write Property: is in mirror mode. More...
 
FBPropertyAnimatableDouble ShoulderCorrection
 Read Write Property: shoulder correction values. More...
 
FBPropertyBool LeftKneeKillPitch
 Read Write Property: is Pitch used for Left knee. More...
 
FBPropertyBool RightKneeKillPitch
 Read Write Property: is Pitch used for Right knee. More...
 
FBPropertyBool LeftElbowKillPitch
 Read Write Property: is Pitch used for Left elbow. More...
 
FBPropertyBool RightElbowKillPitch
 Read Write Property: is Pitch used for Right elbow. More...
 
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
 Read Write Property: Hips Translation Mode. More...
 
FBPropertyBool WriteReference
 Read Write Property: are we writing back on reference. More...
 
FBPropertyBool SyncMode
 Read Write Property: is character in sync mode. More...
 
FBPropertyBool InverseLeftKnee
 Read Write Property: Is left knee inverted. More...
 
FBPropertyBool InverseRightKnee
 Read Write Property: Is right knee inverted. More...
 
FBPropertyBool InverseLeftElbow
 Read Write Property: Is left elbow inverted. More...
 
FBPropertyBool InverseRightElbow
 Read Write Property: Is right elbow inverted. More...
 
FBPropertyCharacterRollSolver RollSolver
 Read Write Property: Roll Solver selection. More...
 
FBPropertyCharacterContactBehaviour ContactBehaviour
 Read Write Property: Contact Behavior selection. More...
 
FBPropertyAnimatableDouble ScaleCompensation
 
FBPropertyAnimatableDouble HipsHeightCompensation
 
FBPropertyAnimatableDouble AnkleHeightCompensation
 
FBPropertyAnimatableDouble AnkleProximityCompensation
 
FBPropertyBool LockX
 Read Write Property: Lock character skeleton in place on X axis. More...
 
FBPropertyBool LockY
 Read Write Property: Lock character skeleton in place on Y axis. More...
 
FBPropertyBool LockZ
 Read Write Property: Lock character skeleton in place on Z axis. More...
 
FBPropertyAnimatableDouble LeftHandIndexIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandIndexMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandIndexRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandIndexPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandMiddleIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandMiddleMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandMiddleRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandMiddlePinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandRingIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandRingMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandRingRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandRingPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandPinkyIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandPinkyMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandPinkyRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble LeftHandPinkyPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandIndexIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandIndexMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandIndexRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandIndexPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandMiddleIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandMiddleMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandMiddleRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandMiddlePinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandRingIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandRingMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandRingRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandRingPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandPinkyIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandPinkyMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandPinkyRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble RightHandPinkyPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. More...
 
FBPropertyAnimatableDouble FKFingerMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges. More...
 
FBPropertyAnimatableDouble FKFingerTipMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges. More...
 
FBPropertyAnimatableDouble FKThumbTipMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges. More...
 
FBPropertyAnimatableBool HumanFingerLimits
 Read Write Property: Enables/Disables human finger limits during actor solve. More...
 
- Public Attributes inherited from FBConstraint
FBPropertyBool Deformer
 Read Write Property: Is a deformer constraint? More...
 
FBPropertyBool HasLayout
 Read Write Property: Does the constraint have a layout? More...
 
FBPropertyString Description
 Read Write Property: Long description of constraint. More...
 
FBPropertyBool Active
 Read Write Property: Active state. More...
 
FBPropertyBool Lock
 Read Write Property: Lock state. More...
 
FBPropertyAction Snap
 Function Property: Snap constraint. More...
 
FBPropertyAnimatableDouble Weight
 Read Write Property: Weight of constraint. More...
 
- Public Attributes inherited from FBBox
const char * UniqueName
 internal Unique name. More...
 
FBPropertyBool Animatable
 Read Write Property: Is the box animatable. More...
 
FBPropertyBool Live
 Read Write Property: Is live? More...
 
FBPropertyBool RecordMode
 Read Write Property: Is recording? More...
 
- Public Attributes inherited from FBComponent
FBPropertyManager PropertyList
 Read Only Property: Manages all of the properties for the component. More...
 
FBPropertyListComponent Components
 List: List of components. More...
 
FBPropertyListComponent Parents
 List: Parents. More...
 
FBPropertyBool Selected
 Read Write Property: Selected property. More...
 
FBPropertyString Name
 Read Write Property: Unique name of object. More...
 
FBPropertyString LongName
 Read Write Property: Name and namespace for object.
More...
 
FBPropertyFolder Folder
 Read Write Property: The folder that contain this component. More...
 

Additional Inherited Members

- Public Types inherited from FBBox
enum  ECandidateAction {
  eCandidateAccept ,
  eCandidateIntercept ,
  eCandidateInterceptAfterEvaluation
}
 Resolving action for candidates. More...
 
- Static Public Member Functions inherited from FBComponent
static int GetInternalClassId ()
 
static void FBComponentSetName (FBComponent *pObject, const char *pName)
 
static const char * FBComponentGetName (FBComponent *pObject)
 
static void FBComponentSetLongName (FBComponent *pObject, const char *pName)
 
static const char * FBComponentGetLongName (FBComponent *pObject)
 
- Static Public Attributes inherited from FBComponent
static int TypeInfo
 Contains the Type information of the object. More...
 
- Protected Member Functions inherited from FBPlug
bool IsSDKComponent ()
 Return whether or not item is an SDK component. More...
 
bool ConnectSrc (FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a source connection. More...
 
bool ConnectDst (FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a destination connection. More...
 
bool ConnectSrcAt (int pDst_SrcIndex, FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a source connection. More...
 
bool ConnectDstAt (int pSrc_DstIndex, FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a destination connection. More...
 
bool DisconnectDst (FBPlug *pDst)
 Remove a destination connection. More...
 
bool DisconnectSrc (FBPlug *pSrc)
 Remove a source connection. More...
 
void DisconnectAllSrc ()
 Remove all source connections. More...
 
void DisconnectAllDst ()
 Remove all destination connections. More...
 
bool DisconnectDstAt (int pIndex)
 Remove a destination connection at a specified index. More...
 
bool DisconnectSrcAt (int pIndex)
 Remove a source connection at a specified index. More...
 
bool ReplaceDstAt (int pIndex, FBPlug *pDst)
 Replace a destination connection at a specified index. More...
 
bool ReplaceSrcAt (int pIndex, FBPlug *pSrc)
 Replace a source connection at a specified index. More...
 
bool SwapSrc (int pIndexA, int pIndexB)
 Swap source connection at index A with source connection at index B. More...
 
bool MoveSrcAt (int pIndex, int pAtIndex)
 Move source connection at pIndex to pAtIndex. More...
 
bool MoveSrcAt (FBPlug *pSrc, FBPlug *pAtSrc)
 Move source connection pSrc to the position of pAtSrc. More...
 
int GetSrcCount ()
 Get source connection count. More...
 
FBPlugGetSrc (int pIndex)
 Get a source connection's plug at specified index. More...
 
FBConnectionType GetSrcType (int pIndex)
 Get a source connection's type at specified index. More...
 
int GetDstCount ()
 Get destination connection count. More...
 
FBPlugGetDst (int pIndex)
 Get a destination connection's plug at specified index. More...
 
FBConnectionType GetDstType (int pIndex)
 Get a destination connection's type at specified index. More...
 
bool BeginChange ()
 Begins a change on multiple plugs. More...
 
void EndChange ()
 Ends a change on multiple plugs. More...
 
void SetSelfModified (FBPlugModificationFlag pFlag, bool pBool)
 Set the plug's self modification flag. More...
 
bool GetSelfModified (FBPlugModificationFlag pFlag)
 Tell if the plug's self has changed. More...
 
void SetContentModified (FBPlugModificationFlag pFlag, bool pBool)
 Set the plug's owned property/object's modification flag. More...
 
bool GetContentModified (FBPlugModificationFlag pFlag)
 Tell if the plug's content has changed. More...
 
int GetPlugConnectionModifiedList (FBPlugList &pPlugList, FBPlugModificationFlag pConnectionModificatonFlag, bool pAddRemove)
 Get plug's modified src/dst property/object connection added/removed List. More...
 
bool RevertModification (FBPlugModificationFlag pFlag=kFBAllModifiedMask)
 Revert the plug's modification to original status. More...
 
void SetStatusFlag (FBPlugStatusFlag pStatus, bool pValue)
 Set the plug's status flag. More...
 
bool GetStatusFlag (FBPlugStatusFlag pStatus) const
 Tell if the plug's status has changed. More...
 
FBPlugGetOwner ()
 Get the owner of this plug. More...
 
FBPlugGetOwned (int pIndex)
 Get the owned plug at specified index. More...
 
int GetOwnedCount ()
 Get the owned plug count. More...
 
virtual bool PlugDataNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0)
 PlugDataNotify when overloaded is equivalent of FBSystem.OnConnectionDataNotify but in the context of the derived object only. More...
 
virtual bool PlugStateNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0)
 PlugStateNotify when overloaded is equivalent of FBSystem.OnConnectionStateNotify but in the context of the derived object only. More...
 
virtual bool PlugNotify (FBConnectionAction pAction, FBPlug *pThis, int pIndex, FBPlug *pPlug=NULL, FBConnectionType pConnectionType=kFBConnectionTypeNone, FBPlug *pNewPlug=NULL)
 PlugNotify when overloaded is equivalent of FBSystem.OnConnectionNotify but in the context of the derived object only. More...
 
- Static Protected Member Functions inherited from FBPlug
static int GetInternalClassId ()
 Internal class Id. More...
 
- Protected Attributes inherited from FBPlug
bool mAllocated
 Contain the Allocation State of the Component. More...
 
HIObject mObject
 Handle on the Plug. More...
 
bool mSDKComponent
 bool Plug is an SDK component.
More...
 
- Static Protected Attributes inherited from FBPlug
static const char * ClassGroupName
 ClassGroupName of the object. More...
 
static int TypeInfo
 TypeInfo. More...
 
static int mGlobalTypeInfo
 Represente the Type Index. More...
 

Detailed Description

A character is the link between a motion source and a character model.

These classes are under development and may change dramatically between versions. This class exposes part of the functionality associated with a Character. A character can possess a number of potential sources at the same time, such as an actor and another character, but with only one active at any given time. Before setting the InputType to the desired value, one must make sure to have previously set either the InputCharacter or the InputActor.

To obtain the list of characters present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of characters in the property Characters.

FBSystem lSystem;
FBScene* lScene = lSystem.Scene;
for( int lIdx = 0; lIdx < lScene->Characters.GetCount(); ++lIdx )
{
FBTrace( "Character[%d]: '%s'\n", lIdx, (char*)lScene->Characters[lIdx] );
}
virtual int GetCount() override
Get the Component count.
Access to the MotionBuilder scene.
Definition: fbscene.h:281
FBPropertyListCharacter Characters
List: Characters in scene.
Definition: fbscene.h:565
Provides access to the underlying system, and the MotionBuilder scene.
Definition: fbsystem.h:157
FBPropertyScene Scene
Read Only Property: Scene.
Definition: fbsystem.h:197
K_DLLIMPORT void FBTrace(const char *pFormatString,...)
This function prints useful debugging strings in the console with kFBNORMAL_TRACE output detailed lev...

The current character selected in the Character tool can be obtained via the FBApplication object.

FBApplication lApplication;
FBCharacter* lCharacter = lApplication.CurrentCharacter;
if( lCharacter )
{
FBTrace( "Current character is: '%s'\n", (char*)lCharacter->Name );
}
else
{
FBTrace( "No character currently selected\n" );
}
FBApplication is used mainly to manage files.
FBPropertyCharacter CurrentCharacter
Read Write Property: Indicate the current character, as used by the character tool....
A character is the link between a motion source and a character model.
Definition: fbcharacter.h:1388
FBPropertyString Name
Read Write Property: Unique name of object.
Definition: fbcomponent.h:845

Definition at line 1387 of file fbcharacter.h.

Constructor & Destructor Documentation

◆ FBCharacter()

FBCharacter ( const char *  pName,
HIObject  pObject = NULL 
)

Constructor.

Parameters
pNameName of new character.
pObjectFor internal use only. This parameter does not need to be specified by the developer.

Member Function Documentation

◆ AddCharacterExtension()

void AddCharacterExtension ( FBCharacterExtension pExt)

AddCharacterExtension.

Parameters
pExtextension to be added to the character.

◆ Clone()

FBCharacter* Clone ( )
overridevirtual

Clone the character.

Reimplemented from FBConstraint.

◆ ConnectControlRig()

void ConnectControlRig ( FBControlSet pControlSet,
bool  pUpdateLimit,
bool  pResetHierarchy 
)

Connect a Control-Rig to the character.

Parameters
pControlSetThe control set to connect. NULL will disconnect the Control-Rig from the character.
pUpdateLimitWhether to update the models' limit for a character. E.g. the Pre rotation and post rotation.
pResetHierarchyWhether to reset hierarchy for a character.

◆ CopyAnimation()

void CopyAnimation ( )

Copy the animation from the input character to us.

◆ CreateAuxiliary()

bool CreateAuxiliary ( FBEffectorId  pEffectorId,
bool  pPivot,
double  pAuxReachT = 100,
double  pAuxReachR = 100 
)

Create auxiliary on effector.

Parameters
pEffectorIdThe effector ID.
pPivotCreate effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set).
pAuxReachTDefault auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013).
pAuxReachRDefault auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013).
Returns
True if auxiliary was created (can fail if FBLastEffectorSetIndex limit reached).

◆ CreateCharacterMarkerSet()

bool CreateCharacterMarkerSet ( bool  pSetActive)

Create the Character Marker Set.

Parameters
pSetActiveTrue when new input should be set and active.
Returns
True when marker got created and connected to character.

◆ CreateControlRig()

bool CreateControlRig ( bool  pSetFKIK)

Create the Control-Rig.

Parameters
pSetFKIKtrue to use FK/IK or false to use IK only.
Returns
current state of the flag after the operation (true if it did succeed).

◆ CycleAnalysisCurrentCharacter()

void CycleAnalysisCurrentCharacter ( )

Run Cycle Analysis on current character.

Parameters
HICharactercurrent character.

◆ DisconnectControlRig()

void DisconnectControlRig ( )

Disconnect the Control-Rig from the character.

◆ FBDelete()

virtual void FBDelete ( )
overridevirtual

Actual Character destructor.

This method is used to delete the actual character object represented by an instance of FBCharacter.

Reimplemented from FBComponent.

◆ GetActiveBodyPart()

void GetActiveBodyPart ( bool *  pActivePart)

Get the active body part array.

Parameters
pActivePartA pointer to an array of bool. On return, the index with a "true" value are active part.

◆ GetCharacterize()

bool GetCharacterize ( )

Get Characterize flag.

Returns
Current state of the Characterize flag.

◆ GetCharacterizeError()

const char* GetCharacterizeError ( )

Get error message for the previous SetCharacterizeOn operation.

Returns
The string containing all errors and warnings.

◆ GetCharacterMarkerSet()

FBCharacterMarkerSet* GetCharacterMarkerSet ( bool  pForce = false)

Obtain Input CharacterMarkerSet.

Parameters
pForceIf True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input.
Returns
Return current Active CharacterMarkerSet, NULL if none.

◆ GetControlSetEvaluationCache()

FBControlSetState* GetControlSetEvaluationCache ( FBEvaluateInfo pEvaluateInfo)

Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.

Returns
valid pointer to evaluation cache.

◆ GetCtrlRigIndexByModel()

FBBodyNodeId GetCtrlRigIndexByModel ( FBModel pModel)

Get the index of the model associated with each body part in the Control Rig of the character.

Returns
The Index if the model in the Control Rig corresponding to the specified body part.

◆ GetCtrlRigModel()

FBModel* GetCtrlRigModel ( FBBodyNodeId  pBodyNodeId)

Get the model associated with each body part in the Control Rig of the character.

Returns
The model in the Control Rig corresponding to the specified body part.

◆ GetCurrentControlSet()

FBControlSet* GetCurrentControlSet ( bool  pForce = false)

Obtain Input ControlSet.

Parameters
pForceIf True, will return the current ControlSet even if the character is not in ControlSet Input.
Returns
Return current Active ControlSet, NULL if none.

◆ GetCycleAnalysisNode()

FBCycleAnalysisNode* GetCycleAnalysisNode ( )

Get the Cycle Analysis Node from the current character.

Returns
Cycle Analysis Node linked to the current character, or create a new node

◆ GetEffectorEvaluationCache()

FBEffectorSetState* GetEffectorEvaluationCache ( FBEvaluateInfo pEvaluateInfo)

Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.

Returns
valid pointer to evaluation cache.

◆ GetEffectorModel()

FBModel* GetEffectorModel ( FBEffectorId  pEffectorId,
FBEffectorSetID  pEffectorSetID = FBEffectorSetDefault 
)

Get the model associated with each effector in the Control Rig of the character.

Parameters
pEffectorIdThe effector ID.
pEffectorSetIDId of the ControlSet to obtain, if not specified the current one is taken.
Returns
The model in the Control Rig corresponding to the specified Effector.

◆ GetExternalSolver()

FBCharacterSolver* GetExternalSolver ( )

Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.

Returns
The pointer of the current External Solver, NULL if it's the internal solver.

◆ GetFKVisibility()

FBVisibilityState GetFKVisibility ( )

Get the FK visibility state.

Returns
The FK visibility state.

◆ GetFloorContactModel()

FBModel* GetFloorContactModel ( FBFloorContactID  pMemberIndex)

Get the model associated with the floor contact ID.

Parameters
pMemberIndexId of the floor contact
Returns
The model associated with the floor contact ID

◆ GetGoalModel()

FBModel* GetGoalModel ( FBBodyNodeId  pBodyNodeId)

Get the goal model associated with each body part in the Character Marker Set of the character.

Returns
The model in the Character Marker Set corresponding to the specified body part.

◆ GetIKVisibility()

FBVisibilityState GetIKVisibility ( )

Get the IK visibility state.

Returns
The IK visibility state.

◆ GetIndexByModel()

FBBodyNodeId GetIndexByModel ( FBModel pModel)

Get the index associated with Given Model.

Returns
The model linked to the specified body part.

◆ GetMocapCalibrationState()

FBCalibrationState GetMocapCalibrationState ( )

Get Mocap calibration state.

Returns
Current Mocap calibration state.

◆ GetModel()

FBModel* GetModel ( FBBodyNodeId  pBodyNodeId)

Get the model associated with each body part of the character.

Returns
The model linked to the specified body part.

◆ GetSkeletonVisibility()

FBVisibilityState GetSkeletonVisibility ( )

Get the skeleton visibility state.

Returns
The skeleton visibility state.

◆ GetSkinModelList()

void GetSkinModelList ( FBModelList pSkinModelList)

Get the skin model associated with character bones.

Could be deformable model connected to bone via cluster, or non deformable model parented directly under the bones.

Parameters
pSkinModelListList to be filled up. (will not be cleared)

◆ GoToStancePose()

void GoToStancePose ( bool  pPushUndo = false,
bool  pIncludeCharacterExtensions = true 
)

Set the character in stance pose.

Parameters
pPushUndoShould we push an undo transaction on the undo stack? Don't push undo in non UI thread.
pIncludeCharacterExtensionsShould the character extensions go to stance pose too?

◆ IsCtrlSetReady()

bool IsCtrlSetReady ( )

Return true Ctrl Set is Ready to be used.

Returns
return true if character is active, characterized and is in input control rig

◆ IsParentNodeOffset()

bool IsParentNodeOffset ( FBBodyNodeId  pNodeId)

Check if there is an offset on Parent.

Parameters
pNodeIdNode Id to Check.
Returns
True if there is an offset on Parent.

◆ IsPlottingActorToCtrlRig()

bool IsPlottingActorToCtrlRig ( )

Return true if the Actor is currently being plot to the Control Rig.

Returns
return true if the Actor is currently being plot to the Control Rig.

◆ IsRotationPin()

bool IsRotationPin ( FBEffectorId  pEffectorIndex)

Return true if the object is Pinned in Rotation (Manipulation).

Parameters
pEffectorIndexGiven Index to obtain Model
Returns
True if the effector is pinned in Rotation

◆ IsTranslationPin()

bool IsTranslationPin ( FBEffectorId  pEffectorIndex)

Return true if the object is Pinned in Translation (Manipulation).

Parameters
pEffectorIndexGiven Index to obtain Model
Returns
True if the effector is pinned in Translation

◆ MirrorCharacterExtensions()

void MirrorCharacterExtensions ( FBEvaluateInfo pEvaluateInfo)

Mirror character extensions.

Parameters
pEvaluateInfothe evaluation info

◆ PassDeviceMocapData()

void PassDeviceMocapData ( FBMocapJointsState pDeviceMocapData)

PassDeviceMocapData.

Remarks
This method is called by motion capture device to pass the motion capture skeleton joints state data got from hardware to internal character skeleton.
Parameters
pDeviceMocapDataThe motion capture skeleton joints state data provided by the motion capture device.

◆ PlotAnimation()

virtual bool PlotAnimation ( FBCharacterPlotWhere  pPlotWhere,
FBPlotOptions pPlotOptions 
)
virtual

Plot the animation of the character.

When plotting onto Control Rig while the Control Rig being the source of the Character, only the selected properties, based on the active keying group, will be plotted.

Parameters
pPlotWhereWhere to plot a character, control rig or Skeleton
pPlotOptionsOption parameters for plotting
Returns
True if the operation completed successfully.

◆ ReadyForRetarget()

bool ReadyForRetarget ( )

Test if character is ready for the Retarget operation (basically, is it in character input ?).

Returns
True if the character is ready.

◆ RemoveCharacterExtension()

void RemoveCharacterExtension ( FBCharacterExtension pExt)

Get the model associated with each body part of the character.

Parameters
pExtextension to be removed to the character.

◆ ResetProperties()

virtual void ResetProperties ( FBCharacterResetProperties  pType)
virtual

Reset the properties of the character.

Parameters
pTypeSpeficy which properties will be reset.

◆ Retarget()

void Retarget ( bool  pOnBaseLayer)

Retarget the animation from the input character to us.

Parameters
pOnBaseLayerif true, keys corrections will be made on base layer; else they will be made on another layer.

◆ SelectModels()

void SelectModels ( bool  pSelect,
bool  pApplyToCharacter,
bool  pApplyToRig,
bool  pApplyToExtensions 
)

Select the objects that make a character.

Parameters
pSelectTrue to select, false to deselect.
pApplyToCharacterTSould the character contraint be selected ?
pApplyToRigshould The rig (and its children) be selected ?
pApplyToExtensionsShould the character extensions (and their children) be selected ?

◆ SetCharacterizeOff()

void SetCharacterizeOff ( )

Set Characterize flag off.

◆ SetCharacterizeOn()

bool SetCharacterizeOn ( bool  pSetAsBiped)

Set the Characterize flag on.

Parameters
pSetAsBipedtrue to use biped characterization or false to use quadruped.
Returns
current state of the flag after the operation (true if it did succeed).

◆ SetExternalSolver() [1/2]

void SetExternalSolver ( FBCharacterSolver pSolver)

Set character solver.

Parameters
pSolverCharacter solver that will be used by the character.

◆ SetExternalSolver() [2/2]

void SetExternalSolver ( int  pIndex)

Set character external solver.

Parameters
pIndexIndex of external solver.

◆ SetFKVisibility()

bool SetFKVisibility ( bool  pState)

Set the FK visibility state.

Parameters
pStateThe FK visibility state.
Returns
True if the operation is successful, false otherwise.

◆ SetIKVisibility()

bool SetIKVisibility ( bool  pState)

Set the IK visibility state.

Parameters
pStateThe IK visibility state.
Returns
True if the operation is successful, false otherwise.

◆ SetMocapCalibrationState()

void SetMocapCalibrationState ( FBCalibrationState  pState)

Set the Mocap calibration state.

If the value is FBCalibrationInProcessing, the processing work is done inside Mobu.

Parameters
pStateThe state of calibration, including FBCalibrationNoRequest, FBCalibrationInProcessing and FBCalibrationSuccessfully

◆ SetRotationPin()

bool SetRotationPin ( FBEffectorId  pEffectorIndex,
bool  pValue 
)

Set the object Pinned in Rotation (Manipulation) status.

Parameters
pEffectorIndexGiven Index to obtain Model.
pValueThe object Pinned in Rotation status.
Returns
True if the operation is successful, false otherwise.

◆ SetSensorFloorOffset()

void SetSensorFloorOffset ( double  pSensorFloorOffset)

SetSensorFloorOffset.

Remarks
This method is to set the height of sensor above the floor, so MotionBuilder cam move the device skeleton to roughly on the ground.
Parameters
pFloorOffsetThe sensor to floor offset.

◆ SetSkeletonVisibility()

bool SetSkeletonVisibility ( bool  pState)

Set the skeleton visibility state.

Parameters
pStateThe skeleton visibility state.
Returns
True if the operation is successful, false otherwise.

◆ SetTranslationPin()

bool SetTranslationPin ( FBEffectorId  pEffectorIndex,
bool  pValue 
)

Set the object Pinned in Translation (Manipulation) status.

Parameters
pEffectorIndexGiven Index to obtain Model
pValueThe object Pinned in Translation status.
Returns
True if the operation is successful, false otherwise.

◆ SetupDeviceMocap()

void SetupDeviceMocap ( FBDevice pDevice,
int  pSkeletonJointsCount,
FBBodyNodeId pSkeletonJointsOrder 
)

SetupDeviceMocap.

Remarks
This method is to initialize this device character that the motion capture device will be its animation source.
And to set the skeleton hierarchy that this motion capture device is using.
Parameters
pDeviceThe motion capture device that will be the animation source of the character.
pSkeletonJointsCountNumber of joints according to specific motion capture device.
pSkeletonJointsOrderThe order of joints in which the motion capture joints state data will be provided by the motion capture device.

Member Data Documentation

◆ ActiveInput

FBPropertyBool ActiveInput

Read Write Property: Is the character input active?

Definition at line 1413 of file fbcharacter.h.

◆ CharacterExtensions

FBPropertyListCharacterExtension CharacterExtensions

List: Character Extensions in the character.

Definition at line 1415 of file fbcharacter.h.

◆ ContactBehaviour

FBPropertyCharacterContactBehaviour ContactBehaviour

Read Write Property: Contact Behavior selection.

Definition at line 1771 of file fbcharacter.h.

◆ FKFingerMultiplier

FBPropertyAnimatableDouble FKFingerMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges.

Definition at line 1822 of file fbcharacter.h.

◆ FKFingerTipMultiplier

FBPropertyAnimatableDouble FKFingerTipMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges.

Definition at line 1823 of file fbcharacter.h.

◆ FKThumbTipMultiplier

FBPropertyAnimatableDouble FKThumbTipMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.

Definition at line 1824 of file fbcharacter.h.

◆ HipsTranslationMode

FBPropertyCharacterHipsTranslationMode HipsTranslationMode

Read Write Property: Hips Translation Mode.

Definition at line 1763 of file fbcharacter.h.

◆ HumanFingerLimits

FBPropertyAnimatableBool HumanFingerLimits

Read Write Property: Enables/Disables human finger limits during actor solve.

Definition at line 1825 of file fbcharacter.h.

◆ InputActor

FBPropertyActor InputActor

Read Write Property: The index of the actor used for the input.

Definition at line 1411 of file fbcharacter.h.

◆ InputCharacter

FBPropertyCharacter InputCharacter

Read Write Property: The index of the character used for the input.

Definition at line 1412 of file fbcharacter.h.

◆ InputType

FBPropertyCharacterInputType InputType

Read Write Property: The input type for the character (ex: Actor).

Definition at line 1409 of file fbcharacter.h.

◆ InverseLeftElbow

FBPropertyBool InverseLeftElbow

Read Write Property: Is left elbow inverted.

Definition at line 1768 of file fbcharacter.h.

◆ InverseLeftKnee

FBPropertyBool InverseLeftKnee

Read Write Property: Is left knee inverted.

Definition at line 1766 of file fbcharacter.h.

◆ InverseRightElbow

FBPropertyBool InverseRightElbow

Read Write Property: Is right elbow inverted.

Definition at line 1769 of file fbcharacter.h.

◆ InverseRightKnee

FBPropertyBool InverseRightKnee

Read Write Property: Is right knee inverted.

Definition at line 1767 of file fbcharacter.h.

◆ KeyingMode

FBPropertyCharacterKeyingMode KeyingMode

Read Write Property: The current keying mode.

Definition at line 1410 of file fbcharacter.h.

◆ LeftElbowKillPitch

FBPropertyBool LeftElbowKillPitch

Read Write Property: is Pitch used for Left elbow.

Definition at line 1761 of file fbcharacter.h.

◆ LeftHandIndexIndex

FBPropertyAnimatableDouble LeftHandIndexIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1782 of file fbcharacter.h.

◆ LeftHandIndexMiddle

FBPropertyAnimatableDouble LeftHandIndexMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1783 of file fbcharacter.h.

◆ LeftHandIndexPinky

FBPropertyAnimatableDouble LeftHandIndexPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1785 of file fbcharacter.h.

◆ LeftHandIndexRing

FBPropertyAnimatableDouble LeftHandIndexRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1784 of file fbcharacter.h.

◆ LeftHandMiddleIndex

FBPropertyAnimatableDouble LeftHandMiddleIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1787 of file fbcharacter.h.

◆ LeftHandMiddleMiddle

FBPropertyAnimatableDouble LeftHandMiddleMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1788 of file fbcharacter.h.

◆ LeftHandMiddlePinky

FBPropertyAnimatableDouble LeftHandMiddlePinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1790 of file fbcharacter.h.

◆ LeftHandMiddleRing

FBPropertyAnimatableDouble LeftHandMiddleRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1789 of file fbcharacter.h.

◆ LeftHandPinkyIndex

FBPropertyAnimatableDouble LeftHandPinkyIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1797 of file fbcharacter.h.

◆ LeftHandPinkyMiddle

FBPropertyAnimatableDouble LeftHandPinkyMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1798 of file fbcharacter.h.

◆ LeftHandPinkyPinky

FBPropertyAnimatableDouble LeftHandPinkyPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1800 of file fbcharacter.h.

◆ LeftHandPinkyRing

FBPropertyAnimatableDouble LeftHandPinkyRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1799 of file fbcharacter.h.

◆ LeftHandRingIndex

FBPropertyAnimatableDouble LeftHandRingIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1792 of file fbcharacter.h.

◆ LeftHandRingMiddle

FBPropertyAnimatableDouble LeftHandRingMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1793 of file fbcharacter.h.

◆ LeftHandRingPinky

FBPropertyAnimatableDouble LeftHandRingPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1795 of file fbcharacter.h.

◆ LeftHandRingRing

FBPropertyAnimatableDouble LeftHandRingRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1794 of file fbcharacter.h.

◆ LeftKneeKillPitch

FBPropertyBool LeftKneeKillPitch

Read Write Property: is Pitch used for Left knee.

Definition at line 1759 of file fbcharacter.h.

◆ LockX

Read Write Property: Lock character skeleton in place on X axis.

Definition at line 1778 of file fbcharacter.h.

◆ LockY

Read Write Property: Lock character skeleton in place on Y axis.

Definition at line 1779 of file fbcharacter.h.

◆ LockZ

Read Write Property: Lock character skeleton in place on Z axis.

Definition at line 1780 of file fbcharacter.h.

◆ mCharacterizeError

FBString mCharacterizeError

Used to store SetCharacterizeOn errors and warnings.

Definition at line 1753 of file fbcharacter.h.

◆ MirrorMode

FBPropertyBool MirrorMode

Read Write Property: is in mirror mode.

Definition at line 1757 of file fbcharacter.h.

◆ RightElbowKillPitch

FBPropertyBool RightElbowKillPitch

Read Write Property: is Pitch used for Right elbow.

Definition at line 1762 of file fbcharacter.h.

◆ RightHandIndexIndex

FBPropertyAnimatableDouble RightHandIndexIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1802 of file fbcharacter.h.

◆ RightHandIndexMiddle

FBPropertyAnimatableDouble RightHandIndexMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1803 of file fbcharacter.h.

◆ RightHandIndexPinky

FBPropertyAnimatableDouble RightHandIndexPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1805 of file fbcharacter.h.

◆ RightHandIndexRing

FBPropertyAnimatableDouble RightHandIndexRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1804 of file fbcharacter.h.

◆ RightHandMiddleIndex

FBPropertyAnimatableDouble RightHandMiddleIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1807 of file fbcharacter.h.

◆ RightHandMiddleMiddle

FBPropertyAnimatableDouble RightHandMiddleMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1808 of file fbcharacter.h.

◆ RightHandMiddlePinky

FBPropertyAnimatableDouble RightHandMiddlePinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1810 of file fbcharacter.h.

◆ RightHandMiddleRing

FBPropertyAnimatableDouble RightHandMiddleRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1809 of file fbcharacter.h.

◆ RightHandPinkyIndex

FBPropertyAnimatableDouble RightHandPinkyIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1817 of file fbcharacter.h.

◆ RightHandPinkyMiddle

FBPropertyAnimatableDouble RightHandPinkyMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1818 of file fbcharacter.h.

◆ RightHandPinkyPinky

FBPropertyAnimatableDouble RightHandPinkyPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1820 of file fbcharacter.h.

◆ RightHandPinkyRing

FBPropertyAnimatableDouble RightHandPinkyRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1819 of file fbcharacter.h.

◆ RightHandRingIndex

FBPropertyAnimatableDouble RightHandRingIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1812 of file fbcharacter.h.

◆ RightHandRingMiddle

FBPropertyAnimatableDouble RightHandRingMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1813 of file fbcharacter.h.

◆ RightHandRingPinky

FBPropertyAnimatableDouble RightHandRingPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1815 of file fbcharacter.h.

◆ RightHandRingRing

FBPropertyAnimatableDouble RightHandRingRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

Definition at line 1814 of file fbcharacter.h.

◆ RightKneeKillPitch

FBPropertyBool RightKneeKillPitch

Read Write Property: is Pitch used for Right knee.

Definition at line 1760 of file fbcharacter.h.

◆ RollSolver

FBPropertyCharacterRollSolver RollSolver

Read Write Property: Roll Solver selection.

Definition at line 1770 of file fbcharacter.h.

◆ ShoulderCorrection

FBPropertyAnimatableDouble ShoulderCorrection

Read Write Property: shoulder correction values.

Definition at line 1758 of file fbcharacter.h.

◆ SyncMode

FBPropertyBool SyncMode

Read Write Property: is character in sync mode.

Definition at line 1765 of file fbcharacter.h.

◆ WriteReference

FBPropertyBool WriteReference

Read Write Property: are we writing back on reference.

Definition at line 1764 of file fbcharacter.h.


The documentation for this class was generated from the following file: