A character is the link between a motion source and a character model. More...
#include <fbcharacter.h>
Public Member Functions | |
FBCharacter (const char *pName, HIObject pObject=NULL) | |
Constructor. More... | |
IObject_Declare (override) | |
virtual void | FBDelete () override |
Actual Character destructor. More... | |
FBCharacter * | Clone () override |
Clone the character. More... | |
void | CycleAnalysisCurrentCharacter () |
Run Cycle Analysis on current character. More... | |
FBCycleAnalysisNode * | GetCycleAnalysisNode () |
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... | |
FBModel * | GetModel (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... | |
FBModel * | GetCtrlRigModel (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... | |
FBModel * | GetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault) |
Get the model associated with each effector in the Control Rig of the character. More... | |
FBModel * | GetFloorContactModel (FBFloorContactID pMemberIndex) |
Get the model associated with the floor contact ID. More... | |
FBModel * | GetGoalModel (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... | |
FBControlSet * | GetCurrentControlSet (bool pForce=false) |
Obtain Input ControlSet. More... | |
bool | CreateCharacterMarkerSet (bool pSetActive) |
Create the Character Marker Set. More... | |
FBCharacterMarkerSet * | GetCharacterMarkerSet (bool pForce=false) |
Obtain Input CharacterMarkerSet. More... | |
bool | IsParentNodeOffset (FBBodyNodeId pNodeId) |
Check if there is an offset on Parent. More... | |
FBCharacterSolver * | GetExternalSolver () |
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... | |
FBControlSetState * | GetControlSetEvaluationCache (FBEvaluateInfo *pEvaluateInfo) |
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo. More... | |
FBEffectorSetState * | GetEffectorEvaluationCache (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... | |
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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... | |
FBAnimationNode * | AnimationNodeOutCreate (kReference pUserId, FBModel *pModel, const char *pAttribute) |
Animation Node Creations (IN/OUT). More... | |
FBAnimationNode * | AnimationNodeInCreate (kReference pUserId, FBModel *pModel, const char *pAttribute) |
FBAnimationNode * | AnimationNodeInCreate (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... | |
FBModel * | ReferenceGet (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 |
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FBBox (const char *pName, HIObject pObject=NULL) | |
Constructor. More... | |
virtual FBAnimationNode * | AnimationNodeInCreate (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 FBAnimationNode * | AnimationNodeOutCreate (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 FBAnimationNode * | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this box. More... | |
virtual FBAnimationNode * | AnimationNodeOutGet () |
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 FBAnimationNode * | GetOutConnector (int pIndex) const |
Get the animation node output associated with the given index. More... | |
virtual FBAnimationNode * | GetInConnector (int pIndex) const |
Get the animation node input associated with the given index. More... | |
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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... | |
FBProperty * | PropertyCreate (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... | |
FBNamespace * | GetOwnerNamespace (void) |
Get the owner Namespace object. More... | |
FBFileReference * | GetOwnerFileReference (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... | |
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FBScriptWrapper * | GetWrapper () |
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... | |
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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... | |
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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... | |
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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 | |
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enum | ECandidateAction { eCandidateAccept , eCandidateIntercept , eCandidateInterceptAfterEvaluation } |
Resolving action for candidates. More... | |
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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) |
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static int | TypeInfo |
Contains the Type information of the object. More... | |
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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... | |
FBPlug * | GetSrc (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... | |
FBPlug * | GetDst (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... | |
FBPlug * | GetOwner () |
Get the owner of this plug. More... | |
FBPlug * | GetOwned (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... | |
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static int | GetInternalClassId () |
Internal class Id. More... | |
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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... | |
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static const char * | ClassGroupName |
ClassGroupName of the object. More... | |
static int | TypeInfo |
TypeInfo. More... | |
static int | mGlobalTypeInfo |
Represente the Type Index. More... | |
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.
The current character selected in the Character tool can be obtained via the FBApplication object.
Definition at line 1387 of file fbcharacter.h.
FBCharacter | ( | const char * | pName, |
HIObject | pObject = NULL |
||
) |
Constructor.
pName | Name of new character. |
pObject | For internal use only. This parameter does not need to be specified by the developer. |
void AddCharacterExtension | ( | FBCharacterExtension * | pExt | ) |
AddCharacterExtension.
pExt | extension to be added to the character. |
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overridevirtual |
Clone the character.
Reimplemented from FBConstraint.
void ConnectControlRig | ( | FBControlSet * | pControlSet, |
bool | pUpdateLimit, | ||
bool | pResetHierarchy | ||
) |
Connect a Control-Rig to the character.
pControlSet | The control set to connect. NULL will disconnect the Control-Rig from the character. |
pUpdateLimit | Whether to update the models' limit for a character. E.g. the Pre rotation and post rotation. |
pResetHierarchy | Whether to reset hierarchy for a character. |
void CopyAnimation | ( | ) |
Copy the animation from the input character to us.
bool CreateAuxiliary | ( | FBEffectorId | pEffectorId, |
bool | pPivot, | ||
double | pAuxReachT = 100 , |
||
double | pAuxReachR = 100 |
||
) |
Create auxiliary on effector.
pEffectorId | The effector ID. |
pPivot | Create effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set). |
pAuxReachT | Default auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013). |
pAuxReachR | Default auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013). |
bool CreateCharacterMarkerSet | ( | bool | pSetActive | ) |
Create the Character Marker Set.
pSetActive | True when new input should be set and active. |
bool CreateControlRig | ( | bool | pSetFKIK | ) |
Create the Control-Rig.
pSetFKIK | true to use FK/IK or false to use IK only. |
void CycleAnalysisCurrentCharacter | ( | ) |
Run Cycle Analysis on current character.
HICharacter | current character. |
void DisconnectControlRig | ( | ) |
Disconnect the Control-Rig from the character.
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overridevirtual |
Actual Character destructor.
This method is used to delete the actual character object represented by an instance of FBCharacter.
Reimplemented from FBComponent.
void GetActiveBodyPart | ( | bool * | pActivePart | ) |
Get the active body part array.
pActivePart | A pointer to an array of bool. On return, the index with a "true" value are active part. |
bool GetCharacterize | ( | ) |
Get Characterize flag.
const char* GetCharacterizeError | ( | ) |
Get error message for the previous SetCharacterizeOn operation.
FBCharacterMarkerSet* GetCharacterMarkerSet | ( | bool | pForce = false | ) |
Obtain Input CharacterMarkerSet.
pForce | If True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input. |
FBControlSetState* GetControlSetEvaluationCache | ( | FBEvaluateInfo * | pEvaluateInfo | ) |
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.
FBBodyNodeId GetCtrlRigIndexByModel | ( | FBModel * | pModel | ) |
Get the index of the model associated with each body part in the Control Rig of the character.
FBModel* GetCtrlRigModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part in the Control Rig of the character.
FBControlSet* GetCurrentControlSet | ( | bool | pForce = false | ) |
Obtain Input ControlSet.
pForce | If True, will return the current ControlSet even if the character is not in ControlSet Input. |
FBCycleAnalysisNode* GetCycleAnalysisNode | ( | ) |
Get the Cycle Analysis Node from the current character.
FBEffectorSetState* GetEffectorEvaluationCache | ( | FBEvaluateInfo * | pEvaluateInfo | ) |
Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.
FBModel* GetEffectorModel | ( | FBEffectorId | pEffectorId, |
FBEffectorSetID | pEffectorSetID = FBEffectorSetDefault |
||
) |
Get the model associated with each effector in the Control Rig of the character.
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
FBCharacterSolver* GetExternalSolver | ( | ) |
Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.
FBVisibilityState GetFKVisibility | ( | ) |
Get the FK visibility state.
FBModel* GetFloorContactModel | ( | FBFloorContactID | pMemberIndex | ) |
Get the model associated with the floor contact ID.
pMemberIndex | Id of the floor contact |
FBModel* GetGoalModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the goal model associated with each body part in the Character Marker Set of the character.
FBVisibilityState GetIKVisibility | ( | ) |
Get the IK visibility state.
FBBodyNodeId GetIndexByModel | ( | FBModel * | pModel | ) |
Get the index associated with Given Model.
FBCalibrationState GetMocapCalibrationState | ( | ) |
Get Mocap calibration state.
FBModel* GetModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part of the character.
FBVisibilityState GetSkeletonVisibility | ( | ) |
Get the skeleton visibility state.
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.
pSkinModelList | List to be filled up. (will not be cleared) |
void GoToStancePose | ( | bool | pPushUndo = false , |
bool | pIncludeCharacterExtensions = true |
||
) |
Set the character in stance pose.
pPushUndo | Should we push an undo transaction on the undo stack? Don't push undo in non UI thread. |
pIncludeCharacterExtensions | Should the character extensions go to stance pose too? |
bool IsCtrlSetReady | ( | ) |
Return true Ctrl Set is Ready to be used.
bool IsParentNodeOffset | ( | FBBodyNodeId | pNodeId | ) |
Check if there is an offset on Parent.
pNodeId | Node Id to Check. |
bool IsPlottingActorToCtrlRig | ( | ) |
Return true if the Actor is currently being plot to the Control Rig.
bool IsRotationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Rotation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
bool IsTranslationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Translation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
void MirrorCharacterExtensions | ( | FBEvaluateInfo * | pEvaluateInfo | ) |
Mirror character extensions.
pEvaluateInfo | the evaluation info |
void PassDeviceMocapData | ( | FBMocapJointsState * | pDeviceMocapData | ) |
PassDeviceMocapData.
pDeviceMocapData | The motion capture skeleton joints state data provided by the motion capture device. |
|
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.
pPlotWhere | Where to plot a character, control rig or Skeleton |
pPlotOptions | Option parameters for plotting |
bool ReadyForRetarget | ( | ) |
Test if character is ready for the Retarget operation (basically, is it in character input ?).
void RemoveCharacterExtension | ( | FBCharacterExtension * | pExt | ) |
Get the model associated with each body part of the character.
pExt | extension to be removed to the character. |
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virtual |
Reset the properties of the character.
pType | Speficy which properties will be reset. |
void Retarget | ( | bool | pOnBaseLayer | ) |
Retarget the animation from the input character to us.
pOnBaseLayer | if true, keys corrections will be made on base layer; else they will be made on another layer. |
void SelectModels | ( | bool | pSelect, |
bool | pApplyToCharacter, | ||
bool | pApplyToRig, | ||
bool | pApplyToExtensions | ||
) |
Select the objects that make a character.
pSelect | True to select, false to deselect. |
pApplyToCharacter | TSould the character contraint be selected ? |
pApplyToRig | should The rig (and its children) be selected ? |
pApplyToExtensions | Should the character extensions (and their children) be selected ? |
void SetCharacterizeOff | ( | ) |
Set Characterize flag off.
bool SetCharacterizeOn | ( | bool | pSetAsBiped | ) |
Set the Characterize flag on.
pSetAsBiped | true to use biped characterization or false to use quadruped. |
void SetExternalSolver | ( | FBCharacterSolver * | pSolver | ) |
Set character solver.
pSolver | Character solver that will be used by the character. |
void SetExternalSolver | ( | int | pIndex | ) |
Set character external solver.
pIndex | Index of external solver. |
bool SetFKVisibility | ( | bool | pState | ) |
Set the FK visibility state.
pState | The FK visibility state. |
bool SetIKVisibility | ( | bool | pState | ) |
Set the IK visibility state.
pState | The IK visibility state. |
void SetMocapCalibrationState | ( | FBCalibrationState | pState | ) |
Set the Mocap calibration state.
If the value is FBCalibrationInProcessing, the processing work is done inside Mobu.
pState | The state of calibration, including FBCalibrationNoRequest, FBCalibrationInProcessing and FBCalibrationSuccessfully |
bool SetRotationPin | ( | FBEffectorId | pEffectorIndex, |
bool | pValue | ||
) |
Set the object Pinned in Rotation (Manipulation) status.
pEffectorIndex | Given Index to obtain Model. |
pValue | The object Pinned in Rotation status. |
void SetSensorFloorOffset | ( | double | pSensorFloorOffset | ) |
SetSensorFloorOffset.
pFloorOffset | The sensor to floor offset. |
bool SetSkeletonVisibility | ( | bool | pState | ) |
Set the skeleton visibility state.
pState | The skeleton visibility state. |
bool SetTranslationPin | ( | FBEffectorId | pEffectorIndex, |
bool | pValue | ||
) |
Set the object Pinned in Translation (Manipulation) status.
pEffectorIndex | Given Index to obtain Model |
pValue | The object Pinned in Translation status. |
void SetupDeviceMocap | ( | FBDevice * | pDevice, |
int | pSkeletonJointsCount, | ||
FBBodyNodeId * | pSkeletonJointsOrder | ||
) |
SetupDeviceMocap.
pDevice | The motion capture device that will be the animation source of the character. |
pSkeletonJointsCount | Number of joints according to specific motion capture device. |
pSkeletonJointsOrder | The order of joints in which the motion capture joints state data will be provided by the motion capture device. |
FBPropertyBool ActiveInput |
Read Write Property: Is the character input active?
Definition at line 1413 of file fbcharacter.h.
FBPropertyListCharacterExtension CharacterExtensions |
List: Character Extensions in the character.
Definition at line 1415 of file fbcharacter.h.
FBPropertyCharacterContactBehaviour ContactBehaviour |
Read Write Property: Contact Behavior selection.
Definition at line 1771 of file fbcharacter.h.
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.
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.
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.
FBPropertyCharacterHipsTranslationMode HipsTranslationMode |
Read Write Property: Hips Translation Mode.
Definition at line 1763 of file fbcharacter.h.
FBPropertyAnimatableBool HumanFingerLimits |
Read Write Property: Enables/Disables human finger limits during actor solve.
Definition at line 1825 of file fbcharacter.h.
FBPropertyActor InputActor |
Read Write Property: The index of the actor used for the input.
Definition at line 1411 of file fbcharacter.h.
FBPropertyCharacter InputCharacter |
Read Write Property: The index of the character used for the input.
Definition at line 1412 of file fbcharacter.h.
FBPropertyCharacterInputType InputType |
Read Write Property: The input type for the character (ex: Actor).
Definition at line 1409 of file fbcharacter.h.
FBPropertyBool InverseLeftElbow |
Read Write Property: Is left elbow inverted.
Definition at line 1768 of file fbcharacter.h.
FBPropertyBool InverseLeftKnee |
Read Write Property: Is left knee inverted.
Definition at line 1766 of file fbcharacter.h.
FBPropertyBool InverseRightElbow |
Read Write Property: Is right elbow inverted.
Definition at line 1769 of file fbcharacter.h.
FBPropertyBool InverseRightKnee |
Read Write Property: Is right knee inverted.
Definition at line 1767 of file fbcharacter.h.
FBPropertyCharacterKeyingMode KeyingMode |
Read Write Property: The current keying mode.
Definition at line 1410 of file fbcharacter.h.
FBPropertyBool LeftElbowKillPitch |
Read Write Property: is Pitch used for Left elbow.
Definition at line 1761 of file fbcharacter.h.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FBPropertyBool LeftKneeKillPitch |
Read Write Property: is Pitch used for Left knee.
Definition at line 1759 of file fbcharacter.h.
FBPropertyBool LockX |
Read Write Property: Lock character skeleton in place on X axis.
Definition at line 1778 of file fbcharacter.h.
FBPropertyBool LockY |
Read Write Property: Lock character skeleton in place on Y axis.
Definition at line 1779 of file fbcharacter.h.
FBPropertyBool LockZ |
Read Write Property: Lock character skeleton in place on Z axis.
Definition at line 1780 of file fbcharacter.h.
FBString mCharacterizeError |
Used to store SetCharacterizeOn errors and warnings.
Definition at line 1753 of file fbcharacter.h.
FBPropertyBool MirrorMode |
Read Write Property: is in mirror mode.
Definition at line 1757 of file fbcharacter.h.
FBPropertyBool RightElbowKillPitch |
Read Write Property: is Pitch used for Right elbow.
Definition at line 1762 of file fbcharacter.h.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FBPropertyBool RightKneeKillPitch |
Read Write Property: is Pitch used for Right knee.
Definition at line 1760 of file fbcharacter.h.
FBPropertyCharacterRollSolver RollSolver |
Read Write Property: Roll Solver selection.
Definition at line 1770 of file fbcharacter.h.
FBPropertyAnimatableDouble ShoulderCorrection |
Read Write Property: shoulder correction values.
Definition at line 1758 of file fbcharacter.h.
FBPropertyBool SyncMode |
Read Write Property: is character in sync mode.
Definition at line 1765 of file fbcharacter.h.
FBPropertyBool WriteReference |
Read Write Property: are we writing back on reference.
Definition at line 1764 of file fbcharacter.h.