1 #ifndef __FBCHARACTER_H__
2 #define __FBCHARACTER_H__
46 #include <kaydaradef.h>
51 #define FBSDK_DLL K_DLLIMPORT
55 #include <fbsdk/fbcycleanalysisnode.h>
58 #ifdef FBSDKUseNamespace
59 namespace FBSDKNamespace {
67 kFBSkeletonInvalidIndex = -1,
68 kFBSkeletonHipsIndex = 0,
69 kFBSkeletonLeftHipIndex,
70 kFBSkeletonLeftKneeIndex,
71 kFBSkeletonLeftAnkleIndex,
72 kFBSkeletonLeftFootIndex,
73 kFBSkeletonRightHipIndex,
74 kFBSkeletonRightKneeIndex,
75 kFBSkeletonRightAnkleIndex,
76 kFBSkeletonRightFootIndex,
77 kFBSkeletonWaistIndex,
78 kFBSkeletonChestIndex,
79 kFBSkeletonLeftCollarIndex,
80 kFBSkeletonLeftShoulderIndex,
81 kFBSkeletonLeftElbowIndex,
82 kFBSkeletonLeftWristIndex,
83 kFBSkeletonRightCollarIndex,
84 kFBSkeletonRightShoulderIndex,
85 kFBSkeletonRightElbowIndex,
86 kFBSkeletonRightWristIndex,
89 kFBSkeletonLeftThumbAIndex,
90 kFBSkeletonLeftThumbBIndex,
91 kFBSkeletonLeftThumbCIndex,
92 kFBSkeletonLeftIndexAIndex,
93 kFBSkeletonLeftIndexBIndex,
94 kFBSkeletonLeftIndexCIndex,
95 kFBSkeletonLeftMiddleAIndex,
96 kFBSkeletonLeftMiddleBIndex,
97 kFBSkeletonLeftMiddleCIndex,
98 kFBSkeletonLeftRingAIndex,
99 kFBSkeletonLeftRingBIndex,
100 kFBSkeletonLeftRingCIndex,
101 kFBSkeletonLeftPinkyAIndex,
102 kFBSkeletonLeftPinkyBIndex,
103 kFBSkeletonLeftPinkyCIndex,
104 kFBSkeletonRightThumbAIndex,
105 kFBSkeletonRightThumbBIndex,
106 kFBSkeletonRightThumbCIndex,
107 kFBSkeletonRightIndexAIndex,
108 kFBSkeletonRightIndexBIndex,
109 kFBSkeletonRightIndexCIndex,
110 kFBSkeletonRightMiddleAIndex,
111 kFBSkeletonRightMiddleBIndex,
112 kFBSkeletonRightMiddleCIndex,
113 kFBSkeletonRightRingAIndex,
114 kFBSkeletonRightRingBIndex,
115 kFBSkeletonRightRingCIndex,
116 kFBSkeletonRightPinkyAIndex,
117 kFBSkeletonRightPinkyBIndex,
118 kFBSkeletonRightPinkyCIndex,
119 kFBSkeletonReferenceIndex,
126 kFBInvalidNodeId = -1,
142 kFBRightCollarNodeId,
148 kFBLeftHipRollNodeId,
149 kFBLeftKneeRollNodeId,
150 kFBRightHipRollNodeId,
151 kFBRightKneeRollNodeId,
152 kFBLeftShoulderRollNodeId,
153 kFBLeftElbowRollNodeId,
154 kFBRightShoulderRollNodeId,
155 kFBRightElbowRollNodeId,
170 kFBLeftMiddleANodeId,
171 kFBLeftMiddleBNodeId,
172 kFBLeftMiddleCNodeId,
179 kFBRightThumbANodeId,
180 kFBRightThumbBNodeId,
181 kFBRightThumbCNodeId,
182 kFBRightIndexANodeId,
183 kFBRightIndexBNodeId,
184 kFBRightIndexCNodeId,
185 kFBRightMiddleANodeId,
186 kFBRightMiddleBNodeId,
187 kFBRightMiddleCNodeId,
191 kFBRightPinkyANodeId,
192 kFBRightPinkyBNodeId,
193 kFBRightPinkyCNodeId,
196 kFBLeftThumbInNodeId,
198 kFBLeftIndexInNodeId,
200 kFBLeftMiddleInNodeId,
201 kFBLeftMiddleDNodeId,
204 kFBLeftPinkyInNodeId,
206 kFBRightThumbInNodeId,
207 kFBRightThumbDNodeId,
208 kFBRightIndexInNodeId,
209 kFBRightIndexDNodeId,
210 kFBRightMiddleInNodeId,
211 kFBRightMiddleDNodeId,
212 kFBRightRingInNodeId,
214 kFBRightPinkyInNodeId,
215 kFBRightPinkyDNodeId,
228 kFBLeftFootThumbInNodeId,
229 kFBLeftFootThumbANodeId,
230 kFBLeftFootThumbBNodeId,
231 kFBLeftFootThumbCNodeId,
232 kFBLeftFootThumbDNodeId,
233 kFBLeftFootIndexInNodeId,
234 kFBLeftFootIndexANodeId,
235 kFBLeftFootIndexBNodeId,
236 kFBLeftFootIndexCNodeId,
237 kFBLeftFootIndexDNodeId,
238 kFBLeftFootMiddleInNodeId,
239 kFBLeftFootMiddleANodeId,
240 kFBLeftFootMiddleBNodeId,
241 kFBLeftFootMiddleCNodeId,
242 kFBLeftFootMiddleDNodeId,
243 kFBLeftFootRingInNodeId,
244 kFBLeftFootRingANodeId,
245 kFBLeftFootRingBNodeId,
246 kFBLeftFootRingCNodeId,
247 kFBLeftFootRingDNodeId,
248 kFBLeftFootPinkyInNodeId,
249 kFBLeftFootPinkyANodeId,
250 kFBLeftFootPinkyBNodeId,
251 kFBLeftFootPinkyCNodeId,
252 kFBLeftFootPinkyDNodeId,
253 kFBRightFootThumbInNodeId,
254 kFBRightFootThumbANodeId,
255 kFBRightFootThumbBNodeId,
256 kFBRightFootThumbCNodeId,
257 kFBRightFootThumbDNodeId,
258 kFBRightFootIndexInNodeId,
259 kFBRightFootIndexANodeId,
260 kFBRightFootIndexBNodeId,
261 kFBRightFootIndexCNodeId,
262 kFBRightFootIndexDNodeId,
263 kFBRightFootMiddleInNodeId,
264 kFBRightFootMiddleANodeId,
265 kFBRightFootMiddleBNodeId,
266 kFBRightFootMiddleCNodeId,
267 kFBRightFootMiddleDNodeId,
268 kFBRightFootRingInNodeId,
269 kFBRightFootRingANodeId,
270 kFBRightFootRingBNodeId,
271 kFBRightFootRingCNodeId,
272 kFBRightFootRingDNodeId,
273 kFBRightFootPinkyInNodeId,
274 kFBRightFootPinkyANodeId,
275 kFBRightFootPinkyBNodeId,
276 kFBRightFootPinkyCNodeId,
277 kFBRightFootPinkyDNodeId,
302 kFBHipsTranslationNodeId,
365 kFBInvalidEffectorId = -1,
366 kFBHipsEffectorId = 0,
367 kFBLeftAnkleEffectorId,
368 kFBRightAnkleEffectorId,
369 kFBLeftWristEffectorId,
370 kFBRightWristEffectorId,
371 kFBLeftKneeEffectorId,
372 kFBRightKneeEffectorId,
373 kFBLeftElbowEffectorId,
374 kFBRightElbowEffectorId,
375 kFBChestOriginEffectorId,
376 kFBChestEndEffectorId,
377 kFBLeftFootEffectorId,
378 kFBRightFootEffectorId,
379 kFBLeftShoulderEffectorId,
380 kFBRightShoulderEffectorId,
382 kFBLeftHipEffectorId,
383 kFBRightHipEffectorId,
385 kFBLeftHandEffectorId,
386 kFBRightHandEffectorId,
387 kFBLeftHandThumbEffectorId,
388 kFBLeftHandIndexEffectorId,
389 kFBLeftHandMiddleEffectorId,
390 kFBLeftHandRingEffectorId,
391 kFBLeftHandPinkyEffectorId,
392 kFBLeftHandExtraFingerEffectorId,
393 kFBRightHandThumbEffectorId,
394 kFBRightHandIndexEffectorId,
395 kFBRightHandMiddleEffectorId,
396 kFBRightHandRingEffectorId,
397 kFBRightHandPinkyEffectorId,
398 kFBRightHandExtraFingerEffectorId,
399 kFBLeftFootThumbEffectorId,
400 kFBLeftFootIndexEffectorId,
401 kFBLeftFootMiddleEffectorId,
402 kFBLeftFootRingEffectorId,
403 kFBLeftFootPinkyEffectorId,
404 kFBLeftFootExtraFingerEffectorId,
405 kFBRightFootThumbEffectorId,
406 kFBRightFootIndexEffectorId,
407 kFBRightFootMiddleEffectorId,
408 kFBRightFootRingEffectorId,
409 kFBRightFootPinkyEffectorId,
410 kFBRightFootExtraFingerEffectorId,
417 FBEffectorSetDefault = 0,
432 FBLastEffectorSetIndex
438 FBLeftHandMemberIndex,
439 FBRightHandMemberIndex,
440 FBLeftFootMemberIndex,
441 FBRightFootMemberIndex,
442 FBLastCharacterMember
468 kFBCharacterInputActor,
469 kFBCharacterInputCharacter,
470 kFBCharacterInputMarkerSet,
471 kFBCharacterOutputMarkerSet,
472 kFBCharacterInputStance,
473 kFBCharacterInputMoCap
480 kFBCharacterKeyingFullBody,
481 kFBCharacterKeyingBodyPart,
482 kFBCharacterKeyingSelection,
483 kFBCharacterKeyingFullBodyNoPull,
490 kFBCharacterResetPropertiesAll,
491 kFBCharacterResetPropertiesSolving,
492 kFBCharacterResetPropertiesDefinition
498 kFBCharacterPlotOnControlRig,
499 kFBCharacterPlotOnSkeleton
506 kFBParamHipsTranslationWorldRigid = 0,
507 kFBParamHipsTranslationBodyRigid,
508 kFBLastHipsTranslationMode
515 kFBParamRollSolver70 = 0,
516 kFBParamRollSolver75,
524 kFBParamContactNeverSync = 0,
525 kFBParamContactSyncOnKey,
526 kFBParamContactAlwaysSync,
527 kFBLastContactBehaviour
534 kFBControlSetTypeNone = 0,
535 kFBControlSetTypeFKIK,
536 kFBControlSetTypeIKOnly
543 kFBSkeletonNotTracked = 0,
544 kFBSkeletonPositionOnly,
552 kFBSkeletonJointNotTracked = 0,
553 kFBSkeletonJointInferred,
554 kFBSkeletonJointTracked
561 FBCalibrationNoRequest = 0,
562 FBCalibrationInProcessing,
563 FBCalibrationSuccessfully
998 FBActor(
const char* pName, HIObject pObject=NULL);
1399 IObject_Declare(
override);
1539 void SelectModels(
bool pSelect,
bool pApplyToCharacter,
bool pApplyToRig,
bool pApplyToExtensions );
1545 void GoToStancePose(
bool pPushUndo =
false,
bool pIncludeCharacterExtensions =
true );
2023 #ifdef FBSDKUseNamespace
FBActor is used to link motion data to a character.
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d HipsPosition
Read Write Property: Body part pivot of the actor.
FBPropertyColor PivotColor
Read Write Property: The color of the pivot points of the actor.
FBPropertyBool SymmetryEditTranslation
Read Write Property: Symmetry Edit (Translation) mode state. Only effective when IKManip property is ...
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d NeckPosition
Read Write Property: Body part pivot of the actor.
FBSkeletonState * GetDefaultSkeletonState()
Return the Default Skeleton State.
FBPropertyAnimatableVector3d RightCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d LeftShoulderPosition
Read Write Property: Body part pivot of the actor.
void UpdateValues(FBEvaluateInfo *pEvalInfo)
Update Internal Values to be corresponding to the Given Evaluate Information.
FBPropertyAnimatableVector3d LeftPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void GetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pScaleVector)
Get Actor Scaling Definition.
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d RightElbowPosition
Read Write Property: Body part pivot of the actor.
FBPropertyColor BodyColor
Read Write Property: The color of the body of the actor.
FBPropertyAnimatableVector3d RightIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d LeftKneePosition
Read Write Property: Body part pivot of the actor.
FBPropertyBool SkeletonVisibility
Read Write Property: Show or Hide the Skeleton.
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBActor(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftWristOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyBool SymmetryEditScaling
Read Write Property: Symmetry Edit (Scaling) mode state. Only effective when IKManip property is set ...
FBPropertyAnimatableVector3d LeftElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
virtual void FBDelete() override
Actual Actor destructor.
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftMiddleBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d HipsOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightHipPosition
Read Write Property: Body part pivot of the actor.
FBPropertyVector3d HeadPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d NeckOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightShoulderPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d LeftHipPosition
Read Write Property: Body part pivot of the actor.
FBPropertyColor SkeletonColor
Read Write Property: The color of the skeleton of the actor.
FBModel * GetLeftGloveReferenceModel()
Get the reference model associated with left hand.
FBPropertyAnimatableVector3d LeftThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightAnkleOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
virtual bool Snap(FBRecalcMarkerSetOffset pRecalcOffset)
Snap the marker set of the actor.
FBPropertyAnimatableVector3d RightMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightKneeOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftPinkyAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d HeadOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightCollarPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightPinkyCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d ChestPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetRightGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the right glove reference.
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftHipOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d LeftElbowPosition
Read Write Property: Body part pivot of the actor.
FBPropertyBool Visibility
Read Write Property: Show or Hide the Actor Body.
FBPropertyBool PivotPointsVisibility
Read Write Property: Show or Hide the Pivot Points.
FBPropertyAnimatableVector3d LeftElbowOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d LeftFootPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftKneeOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftFootOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyDouble PivotSize
Read Write Property: The size of the pivot points of the actor.
FBPropertyAnimatableVector3d RightRingAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
FBPropertyAnimatableVector3d LeftHipOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d ChestOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d RightRingBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightThumbCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
void SetDefinitionScaleVector(FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate=true)
Set Actor Scaling Definition.
FBPropertyAnimatableVector3d LeftMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool SymmetryEditRotation
Read Write Property: Symmetry Edit (Rotation) mode state. Only effective when IKManip property is set...
FBPropertyAnimatableVector3d RightMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyBool ManipulateOffsets
Read Write Property: Flag to compute offsets while manipulating. If it is set to false,...
FBPropertyAnimatableVector3d RightIndexAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightMiddleCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftAnkleOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyVector3d RightAnklePosition
Read Write Property: Body part pivot of the actor.
FBPropertyVector3d WaistPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void GetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pRotationVector)
Get Actor Rotation Definition.
FBPropertyAnimatableVector3d RightIndexBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightMiddleCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d WaistOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d HeadOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightElbowOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftMiddleAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyDouble MarkerSetSize
Read Write Property: The size of the markers of the actor.
FBPropertyAnimatableVector3d RightThumbAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d NeckOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightCollarOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftPinkyBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftCollarOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightWristOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyBool IKManip
Read Write Property: Access to the IK Manip mode. This property is shared for all actors.
FBPropertyAnimatableVector3d WaistOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftThumbBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d ChestOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightIndexBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void SetLeftGloveReferenceModel(FBModel *pReferenceModel)
Set a model to be the left glove reference.
FBPropertyAnimatableVector3d LeftMiddleAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyVector3d RightFootPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightShoulderOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBSkeletonState * GetCurrentSkeletonState(bool pResetOrientation=false)
Return the Current Skeleton State.
FBPropertyAnimatableVector3d HipsOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d LeftAnklePosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftMiddleBOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableVector3d LeftFootOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyVector3d RightWristPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d LeftThumbCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBModel * GetRightGloveReferenceModel()
Get the reference model associated with right hand.
FBPropertyVector3d RightKneePosition
Read Write Property: Body part pivot of the actor.
void SetActorTranslation(FBVector3d pTranslationVector)
Translate Actor, similar to moving the hips of the Actor in the UI.
FBPropertyVector3d LeftWristPosition
Read Write Property: Body part pivot of the actor.
FBPropertyAnimatableVector3d RightThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightPinkyAOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyMarkerSet MarkerSet
Read Write Property: Associated marker set.
FBPropertyAnimatableVector3d RightIndexAOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftIndexCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetDefinitionRotationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate=true)
Set Actor Rotation Definition.
FBPropertyAnimatableVector3d LeftThumbBOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
void SetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector, bool pSymmetricUpdate=true)
Set Actor Translation Definition.
FBPropertyVector3d LeftCollarPosition
Read Write Property: Body part pivot of the actor.
void GetDefinitionTranslationVector(FBSkeletonNodeId pSkeletonId, FBVector3d &pTranslationVector)
Get Actor Translation Definition.
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
FBPropertyMarkerSet OutputMarkerSet
Read Write Property: Associated output marker set.
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
FBPropertyAnimatableVector3d LeftRingCOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
FBPropertyAnimatableVector3d LeftRingCOffsetT
Read Write Property: Local translation offset that is applied after the actor solve
FBPropertyAnimatableVector3d RightShoulderOffsetR
Read Write Property: Local rotation offset that is applied after the actor solve
Template class to contain an array of items.
A character is the link between a motion source and a character model.
FBPropertyAnimatableDouble LeftHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble ShoulderCorrection
Read Write Property: shoulder correction values.
FBCycleAnalysisNode * GetCycleAnalysisNode()
Get the Cycle Analysis Node from the current character.
FBPropertyAnimatableDouble RightHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void GoToStancePose(bool pPushUndo=false, bool pIncludeCharacterExtensions=true)
Set the character in stance pose.
FBPropertyBool RightKneeKillPitch
Read Write Property: is Pitch used for Right knee.
FBPropertyCharacterKeyingMode KeyingMode
Read Write Property: The current keying mode.
FBPropertyAnimatableDouble LeftHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool LockY
Read Write Property: Lock character skeleton in place on Y axis.
bool ReadyForRetarget()
Test if character is ready for the Retarget operation (basically, is it in character input ?...
FBPropertyAnimatableDouble RightHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool ActiveInput
Read Write Property: Is the character input active?
FBPropertyAnimatableDouble LeftHandIndexIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBBodyNodeId GetCtrlRigIndexByModel(FBModel *pModel)
Get the index of the model associated with each body part in the Control Rig of the character.
FBPropertyBool MirrorMode
Read Write Property: is in mirror mode.
bool IsParentNodeOffset(FBBodyNodeId pNodeId)
Check if there is an offset on Parent.
const char * GetCharacterizeError()
Get error message for the previous SetCharacterizeOn operation.
FBPropertyBool InverseRightKnee
Read Write Property: Is right knee inverted.
FBPropertyAnimatableDouble LeftHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetCharacterizeOn(bool pSetAsBiped)
Set the Characterize flag on.
FBPropertyBool LockX
Read Write Property: Lock character skeleton in place on X axis.
FBPropertyAnimatableDouble LeftHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool GetCharacterize()
Get Characterize flag.
void CopyAnimation()
Copy the animation from the input character to us.
void SetSensorFloorOffset(double pSensorFloorOffset)
SetSensorFloorOffset.
virtual void FBDelete() override
Actual Character destructor.
FBPropertyAnimatableDouble LeftHandPinkyMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandIndexMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void SetExternalSolver(int pIndex)
Set character external solver.
FBPropertyBool LeftKneeKillPitch
Read Write Property: is Pitch used for Left knee.
bool CreateControlRig(bool pSetFKIK)
Create the Control-Rig.
FBPropertyBool RightElbowKillPitch
Read Write Property: is Pitch used for Right elbow.
bool SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Translation (Manipulation) status.
FBPropertyBool LockZ
Read Write Property: Lock character skeleton in place on Z axis.
FBPropertyAnimatableDouble RightHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyBool SyncMode
Read Write Property: is character in sync mode.
void ConnectControlRig(FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy)
Connect a Control-Rig to the character.
FBModel * GetModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part of the character.
bool IsPlottingActorToCtrlRig()
Return true if the Actor is currently being plot to the Control Rig.
FBBodyNodeId GetIndexByModel(FBModel *pModel)
Get the index associated with Given Model.
FBPropertyAnimatableDouble RightHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetFKVisibility(bool pState)
Set the FK visibility state.
void GetActiveBodyPart(bool *pActivePart)
Get the active body part array.
void SetExternalSolver(FBCharacterSolver *pSolver)
Set character solver.
FBPropertyAnimatableDouble RightHandMiddlePinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBEffectorSetState * GetEffectorEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.
FBPropertyAnimatableDouble RightHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetIKVisibility(bool pState)
Set the IK visibility state.
FBPropertyAnimatableDouble LeftHandMiddleRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100)
Create auxiliary on effector.
FBPropertyBool WriteReference
Read Write Property: are we writing back on reference.
FBCalibrationState GetMocapCalibrationState()
Get Mocap calibration state.
FBPropertyAnimatableDouble LeftHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBModel * GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)
Get the model associated with each effector in the Control Rig of the character.
void CycleAnalysisCurrentCharacter()
Run Cycle Analysis on current character.
FBControlSet * GetCurrentControlSet(bool pForce=false)
Obtain Input ControlSet.
FBPropertyAnimatableBool HumanFingerLimits
Read Write Property: Enables/Disables human finger limits during actor solve.
void GetSkinModelList(FBModelList &pSkinModelList)
Get the skin model associated with character bones.
FBPropertyAnimatableDouble LeftHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBModel * GetGoalModel(FBBodyNodeId pBodyNodeId)
Get the goal model associated with each body part in the Character Marker Set of the character.
FBPropertyAnimatableDouble RightHandRingIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandPinkyIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void PassDeviceMocapData(FBMocapJointsState *pDeviceMocapData)
PassDeviceMocapData.
bool SetRotationPin(FBEffectorId pEffectorIndex, bool pValue)
Set the object Pinned in Rotation (Manipulation) status.
FBPropertyBool InverseLeftKnee
Read Write Property: Is left knee inverted.
bool IsRotationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Rotation (Manipulation).
void SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
Select the objects that make a character.
FBString mCharacterizeError
Used to store SetCharacterizeOn errors and warnings.
FBPropertyAnimatableDouble FKFingerTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges...
FBPropertyAnimatableDouble RightHandRingPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyCharacterInputType InputType
Read Write Property: The input type for the character (ex: Actor).
void SetCharacterizeOff()
Set Characterize flag off.
FBModel * GetFloorContactModel(FBFloorContactID pMemberIndex)
Get the model associated with the floor contact ID.
FBPropertyAnimatableDouble LeftHandRingRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandMiddleIndex
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
bool SetSkeletonVisibility(bool pState)
Set the skeleton visibility state.
virtual bool PlotAnimation(FBCharacterPlotWhere pPlotWhere, FBPlotOptions *pPlotOptions)
Plot the animation of the character.
FBVisibilityState GetFKVisibility()
Get the FK visibility state.
void SetMocapCalibrationState(FBCalibrationState pState)
Set the Mocap calibration state.
FBCharacter * Clone() override
Clone the character.
void DisconnectControlRig()
Disconnect the Control-Rig from the character.
FBPropertyListCharacterExtension CharacterExtensions
List: Character Extensions in the character.
FBPropertyAnimatableDouble RightHandMiddleMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
void SetupDeviceMocap(FBDevice *pDevice, int pSkeletonJointsCount, FBBodyNodeId *pSkeletonJointsOrder)
SetupDeviceMocap.
FBModel * GetCtrlRigModel(FBBodyNodeId pBodyNodeId)
Get the model associated with each body part in the Control Rig of the character.
FBCharacter(const char *pName, HIObject pObject=NULL)
Constructor.
bool CreateCharacterMarkerSet(bool pSetActive)
Create the Character Marker Set.
FBPropertyCharacterRollSolver RollSolver
Read Write Property: Roll Solver selection.
FBPropertyAnimatableDouble RightHandPinkyPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
virtual void ResetProperties(FBCharacterResetProperties pType)
Reset the properties of the character.
void AddCharacterExtension(FBCharacterExtension *pExt)
AddCharacterExtension.
void Retarget(bool pOnBaseLayer)
Retarget the animation from the input character to us.
FBPropertyCharacterHipsTranslationMode HipsTranslationMode
Read Write Property: Hips Translation Mode.
FBPropertyAnimatableDouble RightHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble RightHandIndexPinky
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyAnimatableDouble LeftHandRingMiddle
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyActor InputActor
Read Write Property: The index of the actor used for the input.
FBVisibilityState GetSkeletonVisibility()
Get the skeleton visibility state.
FBPropertyBool LeftElbowKillPitch
Read Write Property: is Pitch used for Left elbow.
FBPropertyAnimatableDouble RightHandIndexRing
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4...
FBPropertyCharacter InputCharacter
Read Write Property: The index of the character used for the input.
bool IsTranslationPin(FBEffectorId pEffectorIndex)
Return true if the object is Pinned in Translation (Manipulation).
FBPropertyCharacterContactBehaviour ContactBehaviour
Read Write Property: Contact Behavior selection.
FBControlSetState * GetControlSetEvaluationCache(FBEvaluateInfo *pEvaluateInfo)
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.
FBVisibilityState GetIKVisibility()
Get the IK visibility state.
void MirrorCharacterExtensions(FBEvaluateInfo *pEvaluateInfo)
Mirror character extensions.
FBCharacterSolver * GetExternalSolver()
Get a pointer to the external solver of a character, or NULL is no external solver is used on the cha...
FBPropertyAnimatableDouble FKThumbTipMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
void RemoveCharacterExtension(FBCharacterExtension *pExt)
Get the model associated with each body part of the character.
FBPropertyAnimatableDouble FKFingerMultiplier
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger ...
FBPropertyBool InverseRightElbow
Read Write Property: Is right elbow inverted.
FBCharacterMarkerSet * GetCharacterMarkerSet(bool pForce=false)
Obtain Input CharacterMarkerSet.
FBPropertyBool InverseLeftElbow
Read Write Property: Is left elbow inverted.
bool IsCtrlSetReady()
Return true Ctrl Set is Ready to be used.
Character marker set class.
FBProperty * GetSnapProperty(FBBodyNodeId pNodeId, FBModelTransformationType pWhat)
Get the snap property associated with each body part of the character for given transformation.
FBCharacterMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
FBProperty * GetExtractionProperty(FBBodyNodeId pNodeId)
Get the extraction property associated with each body part of the character.
FBProperty * GetMarkersProperty(FBBodyNodeId pNodeId)
Get the marker property associated with each body part of the character.
void ReadCtrlSetAndEffectorState(FBControlSetState *pFKState, FBEffectorSetState *pIKState, FBEvaluateInfo *pEvaluateInfo)
Read FK and IK state from goals.
MotionBuilder SDK base class.
Base class for constraints.
int GetIKEffectorPivotCount(FBEffectorId pEffectorIndex)
return the number of IK Effector Slot
FBModel * GetFKModel(int pIndex)
Return the object associated to the given Index.
FBModel * GetIKEffectorModel(FBEffectorId pEffectorIndex, int pPivotIndex=0)
Return the object associated to the given Index.
int GetFKIndex(FBModel *pModel)
Return The Index of the Given Model.
const char * GetReferenceName()
Get the reference name associated with this Control Set.
const char * GetIKEffectorName(FBEffectorId pEffectorIndex)
return the name of IK Effector
FBPropertyDouble FKOpacity
Read Write Property: Opacity value used on FK (between 0 and 100).
const char * GetFKName(int pIndex)
return the name of FK Effector at the given index
FBPropertyBool UseAxis
Read Write Property: is using axis.
FBPropertyControlSetType ControlSetType
Read Property: the control Set Type (FKIK or IK).
int GetFKCount()
return the number of FK Effector Slot
FBModel * GetReferenceModel()
Get the reference model associated with this Control Set.
FBControlSet(const char *pName, HIObject pObject=NULL)
Constructor.
int GetIKEffectorIndex(FBModel *pModel)
Return the Index of the Given Model.
void GetNodeMatrix(FBBodyNodeId pNodeId, FBMatrix &pNodeGlobalMatrix)
Returned global matrix associated to the given Index.
void GetReach(FBEffectorId pEffectorId, double &pReachT, double &pReachR)
Returned translation and rotation reach associated to the given Index.
void GetEffectorMatrix(FBEffectorId pEffectorId, FBMatrix &pEffectorGlobalMatrix)
Returned global matrix associated to the given Index.
AnimationNodeNotify evaluation information.
void GetMarkerROffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector *pROffset)
Get/Set a marker rotation.
void EndTransaction()
Specify that you are done calling a group of functions.
const char * GetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the name of marker at index pMarkerIndex.
int GetMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of marker in the set.
FBMarkerSet(const char *pName, HIObject pObject=NULL)
Constructor.
bool GetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker orientated ?
void SetMarkerSetVisibility(bool pVisibility)
Set the marker set visibility.
void SetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pUsed)
Set marker to be used or not.
void GetMarkerTOffset(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector *pTOffset)
Get/Set a marker translation.
FBModel * GetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Get the model associated with a marker.
bool GetLinkToModelOk()
Get the marker set association correctness.
void SetMarkerName(FBSkeletonNodeId pNodeId, int pMarkerIndex, const char *pMarkerName)
Set the name of marker at index pMarkerIndex.
void BeginTransaction()
Specify that you are about to call a group of functions.
bool GetMarkerUsed(FBSkeletonNodeId pNodeId, int pMarkerIndex)
Is marker used ?
void SetMarkerModel(FBSkeletonNodeId pNodeId, int pMarkerIndex, FBModel *pModel)
Associate a model to a marker.
void SetMarkerOriented(FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pIsOriented)
Set marker to be oriented or not.
int GetMarkerSetVisibility()
Get the marker set visibility.
FBModel * GetReferenceModel()
Get the reference model associated with this marker set.
int AddMarker(FBSkeletonNodeId pNodeId, FBModel *pModel=NULL, bool pIsOriented=false)
Add a marker to the marker set.
void SetReferenceModel(FBModel *pReferenceModel)
Associate a model to a marker.
bool SetMultipleMarkerModels(FBModelList *pModelList)
Associate multiple models to markers, matching them by name.
int GetUsedMarkerCount(FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex)
Get the number of used marker in the set.
Four x Four (double) Matrix.
int mSkeletonJointsCount
Number of joints according to specific motion capture device.
FBMocapJointsState(int pSkeletonJointsCount)
Constructor.
FBMatrix * mSkeletonJointsGlobalOrientations
Global orientations of each bone.
FBSkeletonTrackingState mSkeletonTrackingState
State of the skeleton tracking.
FBTVector * mSkeletonJointsPositions
Positions of each joint.
FBTVector mSkeletonPosition
Position of the skeleton.
double mFloorClipPlaneW
Floor Clip Plane W value for camera reposition.
FBSkeletonJointTrackingState * mSkeletonJointTrackingState
State of the skeleton joint tracking.
Option parameters for plotting.
Property: Base property class.
virtual int Duplicate(int pIndex)
Duplicate an actor.
FBActor * operator[](int pIndex)
Get the actor at pIndex.
Character extension property list.
virtual int Duplicate(int pIndex)
Duplicate a Character.
FBCharacter * operator[](int pIndex)
Get the Character at pIndex.
PropertyList: CharacterMarkerSet.
FBCharacterMarkerSet * operator[](int pIndex)
Get the character marker set at pIndex.
PropertyList: Concrete class for PropertyList of component
FBControlSet * operator[](int pIndex)
Get the marker set at pIndex.
FBMarkerSet * operator[](int pIndex)
Get the marker set at pIndex.
virtual int Duplicate(int pIndex)
Duplicate a marker set.
Three dimensional scaling vector.
void GetNodeMatrix(FBSkeletonNodeId pSkeletonId, FBMatrix &pSkeletonGlobalMatrix)
Returned global matrix associated to the given Index.
FBEffectorId
All effector nodes.
K_DLLIMPORT bool FBSetActorMarkerSetVisibility(bool pShow)
Sets visibility of the marker set of the current actor.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
K_DLLIMPORT bool FBGetActorMarkerSetVisibility()
Queries visibility of the marker set of the current actor.
FBEffectorSetID
Effector ID identifier.
FBCharacterHipsTranslationMode
Character Hips Translation modes.
K_DLLIMPORT bool FBGetCharacterFingerTipsVisibility()
Queries visibility of the finger-tips of the current character.
FBSkeletonJointTrackingState
Device Mocap skeleton joint tracking state.
K_DLLIMPORT FBBodyPartId FBGetEffectorBodyPart(FBEffectorId pEffectorId)
return BodyPart ID from Effector.
FBVisibilityState
Visibility state.
@ kFBVisibilityAny
Any object requested is visible.
@ kFBVisibilitySome
Some objects (at least one, but not all) requested are visible.
@ kFBVisibilityInvalid
Invalid visibility request.
@ kFBVisibilityAll
All objects requested are visible.
FBCharacterResetProperties
Character Reset Properties Type.
FBCharacterInputType
Character Input/Output types.
FBCharacterPlotWhere
Where to plot a character.
K_DLLIMPORT bool FBLoadCharacterPinningPreset(const char *pPresetName)
Loads a pinning preset in the Character Controls Tool.
FBBodyPartId
Body part for character.
@ kFBCtrlSetPartRightLeg
Right Leg Body Part.
@ kFBCtrlSetPartHead
Head Body Part.
@ kFBCtrlSetPartLeftLeg
Left Leg Body Part.
@ kFBCtrlSetPartHips
Hips Body Part.
@ kFBCtrlSetPartNone
No part selected.
@ kFBCtrlSetPartRightFoot
Right Foot Body Part.
@ kFBCtrlSetPartRightArm
Right Arm Body Part.
@ kFBCtrlSetPartLeftHand
Left Hand Body Part.
@ kFBCtrlSetPartLeftFoot
Left Foot Body Part.
@ kFBCtrlSetPartLeftArm
Left Arm Body Part.
@ kFBLastCtrlSetPartIndex
Part count.
@ kFBCtrlSetPartChest
Chest Body Part.
@ kFBCtrlSetPartRightHand
Right Hand Body Part.
__FB_FORWARD(FBControlSetState)
Control Set State class.
K_DLLIMPORT bool FBSaveCharacterPinningPreset(const char *pPresetName, bool pAllowOverwriting=false)
Saves a pinning preset from the current pinning values in the Character Controls Tool.
K_DLLIMPORT const char * FBCharacterEffectorNameFromId(FBEffectorId pEffectorId)
Get the UI name associated with an effector.
K_DLLIMPORT void FBSetCharacterFingerTipsVisibility(bool pShow)
Sets visibility of the finger-tips of the current character.
K_DLLIMPORT bool FBGetCharacterFloorContactsVisibility()
Queries visibility of the floor contacts of the current character.
K_DLLIMPORT FBBodyPartId FBGetBodyNodeBodyPart(FBBodyNodeId pBodyNodeId)
return BodyPart ID from Bones.
FBCharacterKeyingMode
Character keying modes.
K_DLLIMPORT const char * FBCharacterBodyNodeNameFromId(FBBodyNodeId pBodyNodeId)
Get the UI name associated with a body node.
FBCharacterContactBehaviour
Character Contact Behaviour.
const int kFBLastActorNodeId
Last Actor NodeId.
K_DLLIMPORT void FBSetCharacterFloorContactsVisibility(bool pShow)
Sets visibility of the floor contacts of the current character.
FBControlSetType
Character ControlSet type.
K_DLLIMPORT FBCharacterKeyingMode FBGetCharactersKeyingMode()
return Character Manipulation/Keying Mode
FBFloorContactID
Floor contact for the given index.
K_DLLIMPORT bool FBDeleteCharacterPinningPreset(const char *pPresetName)
Deletes a pinning preset from the Character Controls Tool.
FBCharacterRollSolver
Character Roll Solver version.
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
K_DLLIMPORT FBCharacter * FBGetCharacterByAssociatedPart(FBComponent *pPart)
Get character by its associated IK/FK Marker or Bone.
FBBodyNodeId
All body nodes.
@ kFBRightShoulderRollNode1Id
New leaf roll bone.
@ kFBLeftKneeRollNode2Id
New leaf roll bone.
@ kFBRightHipRollNode5Id
New leaf roll bone.
@ kFBLeftWristNodeId
Required.
@ kFBRightHipNodeId
Required.
@ kFBLeftElbowRollNode5Id
New leaf roll bone.
@ kFBLeftKneeNodeId
Required.
@ kFBLeftHipNodeId
Required.
@ kFBRightHipRollNode2Id
New leaf roll bone.
@ kFBRightShoulderRollNode2Id
New leaf roll bone.
@ kFBRightExtraFingerANodeId
New extra finger bone.
@ kFBRightShoulderRollNode5Id
New leaf roll bone.
@ kFBRightKneeNodeId
Required.
@ kFBRightExtraFingerInNodeId
New extra finger bone.
@ kFBRightElbowRollNode5Id
New leaf roll bone.
@ kFBLeftKneeRollNode5Id
New leaf roll bone.
@ kFBRightExtraFingerDNodeId
New extra finger bone.
@ kFBLeftHipRollNode3Id
New leaf roll bone.
@ kFBLeftKneeRollNode1Id
New leaf roll bone.
@ kFBRightExtraFingerBNodeId
New extra finger bone.
@ kFBRightKneeRollNode5Id
New leaf roll bone.
@ kFBLeftExtraFootFingerCNodeId
New extra finger bone.
@ kFBLeftShoulderRollNode1Id
New leaf roll bone.
@ kFBRightWristNodeId
Required.
@ kFBRightShoulderRollNode3Id
New leaf roll bone.
@ kFBRightElbowRollNode2Id
New leaf roll bone.
@ kFBRightKneeRollNode2Id
New leaf roll bone.
@ kFBLeftKneeRollNode4Id
New leaf roll bone.
@ kFBRightShoulderNodeId
Required.
@ kFBLeftExtraFingerInNodeId
New extra finger bone.
@ kFBLeftShoulderRollNode3Id
New leaf roll bone.
@ kFBWaistNodeId
Required, Spine 0.
@ kFBLeftElbowRollNode3Id
New leaf roll bone.
@ kFBRightExtraFootFingerInNodeId
New extra finger bone.
@ kFBLeftShoulderRollNode2Id
New leaf roll bone.
@ kFBRightExtraFootFingerANodeId
New extra finger bone.
@ kFBRightHipRollNode4Id
New leaf roll bone.
@ kFBRightKneeRollNode3Id
New leaf roll bone.
@ kFBLeftExtraFingerDNodeId
New extra finger bone.
@ kFBLeftExtraFootFingerBNodeId
New extra finger bone.
@ kFBLeftExtraFootFingerDNodeId
New extra finger bone.
@ kFBLeftShoulderRollNode4Id
New leaf roll bone.
@ kFBLeftElbowNodeId
Required.
@ kFBLeftElbowRollNode4Id
New leaf roll bone.
@ kFBRightElbowNodeId
Required.
@ kFBLeftElbowRollNode1Id
New leaf roll bone.
@ kFBRightElbowRollNode3Id
New leaf roll bone.
@ kFBLeftExtraFingerANodeId
New extra finger bone.
@ kFBLeftAnkleNodeId
Required.
@ kFBLeftHipRollNode2Id
New leaf roll bone.
@ kFBRightElbowRollNode4Id
New leaf roll bone.
@ kFBRightHipRollNode1Id
New leaf roll bone.
@ kFBLeftHipRollNode4Id
New leaf roll bone.
@ kFBLeftKneeRollNode3Id
New leaf roll bone.
@ kFBLeftExtraFingerCNodeId
New extra finger bone.
@ kFBLeftShoulderRollNode5Id
New leaf roll bone.
@ kFBLeftExtraFingerBNodeId
New extra finger bone.
@ kFBRightAnkleNodeId
Required.
@ kFBLeftHipRollNode1Id
New leaf roll bone.
@ kFBRightHipRollNode3Id
New leaf roll bone.
@ kFBRightShoulderRollNode4Id
New leaf roll bone.
@ kFBLeftHipRollNode5Id
New leaf roll bone.
@ kFBRightExtraFootFingerDNodeId
New extra finger bone.
@ kFBRightExtraFootFingerBNodeId
New extra finger bone.
@ kFBLeftExtraFootFingerANodeId
New extra finger bone.
@ kFBRightElbowRollNode1Id
New leaf roll bone.
@ kFBLeftShoulderNodeId
Required.
@ kFBRightExtraFootFingerCNodeId
New extra finger bone.
@ kFBRightExtraFingerCNodeId
New extra finger bone.
@ kFBLeftElbowRollNode2Id
New leaf roll bone.
@ kFBRightKneeRollNode4Id
New leaf roll bone.
@ kFBLeftExtraFootFingerInNodeId
New extra finger bone.
@ kFBRightKneeRollNode1Id
New leaf roll bone.
FBRecalcMarkerSetOffset
Recalculate MarkerSet offset for?
@ kFBRecalcMarkerSetOffsetTR
Recalculate MarkerSet offset for TR.
@ kFBRecalcMarkerSetOffsetROnly
Recalculate MarkerSet offset for R Only.
FBSkeletonTrackingState
Device Mocap skeleton tracking state.
FBSkeletonNodeId
All Skeleton nodes
K_DLLIMPORT double FBGetCharacterComparisonThresholdValue()
Return the Character comparison threshold value used when comparing two characters (e....
FBCalibrationState
Device Mocap character calibration state.
K_DLLIMPORT void FBSetCharacterComparisonThresholdValue(double pValue)
Set the Character threshold value used when comparing two characters (e.g.
Character extension interface for FBSDK.
#define __FBClassDeclare(Name, Parent)
For internal use only.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBModelTransformationType
Types of transformation vector/matrices possible.
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
class K_DLLIMPORT FBPropertyBaseAnimatable< double, kFBPT_double > FBPropertyAnimatableDouble
FBPropertyBaseAnimatableDouble type definition.
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
class K_DLLIMPORT FBPropertyBase< FBColor, kFBPT_ColorRGB > FBPropertyColor
FBPropertyColor type definition.
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.