Python Reference Guide
FBCharacter Member List

This is the complete list of members for FBCharacter, including all inherited members.

ActiveFBConstraint
ActiveInputFBCharacter
AddCharacterExtension(FBCharacterExtension pExt)FBCharacter
AnimatableFBBox
AnimationNodeDestroy(FBAnimationNode pAnimationNode)FBBox
AnimationNodeInCreate(kReference pUserId, FBModel pModel, str pAttribute)FBConstraint
AnimationNodeInCreate(kReference pUserId, FBProperty pProperty)FBConstraint
AnimationNodeInGet()FBBox
AnimationNodeIsUserData(FBAnimationNode pAnimationNode)FBBox
AnimationNodeOutCreate(kReference pUserId, FBModel pModel, str pAttribute)FBConstraint
AnimationNodeOutGet()FBBox
CharacterExtensionsFBCharacter
ClassGroupNameFBPlug
ClassName()FBComponent
Clone()FBCharacter
ComponentsFBComponent
ConnectControlRig(FBControlSet pControlSet, bool pUpdateLimit, bool pResetHierarchy)FBCharacter
ContactBehaviourFBCharacter
CopyAnimation()FBCharacter
CreateAuxiliary(FBEffectorId pEffectorId, bool pPivot, float pAuxReachT=100, float pAuxReachR=100)FBCharacter
CreateCharacterMarkerSet(bool pSetActive)FBCharacter
CreateControlRig(bool pSetFKIK)FBCharacter
CycleAnalysisCurrentCharacter()FBCharacter
DeformerFBConstraint
DeformerBind(FBModel pModel)FBConstraint
DeformerUnBind(FBModel pModel)FBConstraint
DescriptionFBConstraint
Disable(FBModel pModel)FBConstraint
DisableObjectFlags(FBObjectFlag pFlags)FBComponent
DisconnectControlRig()FBCharacter
EnableObjectFlags(FBObjectFlag pFlags)FBComponent
FBBox(str pName)FBBox
FBCharacter(str pName)FBCharacter
FBComponent()FBComponent
FBConstraint(str pName)FBConstraint
FBCreate()FBComponent
FBDelete()FBCharacter
FBDestroy()FBComponent
FbxGetObjectSubType()FBBox
FbxGetObjectType()FBBox
FKFingerMultiplierFBCharacter
FKFingerTipMultiplierFBCharacter
FKThumbTipMultiplierFBCharacter
FreezeSRT(FBModel pModel, bool pS, bool pR, bool pT)FBConstraint
FreezeSuggested()FBConstraint
GetActiveBodyPart(bool pActivePart)FBCharacter
GetCharacterize()FBCharacter
GetCharacterizeError()FBCharacter
GetCharacterMarkerSet(bool pForce=False)FBCharacter
GetCtrlRigModel(FBBodyNodeId pBodyNodeId)FBCharacter
GetCurrentControlSet(bool pForce=False)FBCharacter
GetCycleAnalysisNode()FBCharacter
GetEffectorModel(FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)FBCharacter
GetExternalSolver()FBCharacter
GetFKVisibility()FBCharacter
GetFloorContactModel(FBFloorContactID pMemberIndex)FBCharacter
GetGoalModel(FBBodyNodeId pBodyNodeId)FBCharacter
GetIKVisibility()FBCharacter
GetInConnector(int pIndex)FBBox
GetInConnectorCount()FBBox
GetIndexByModel(FBModel pModel)FBCharacter
GetModel(FBBodyNodeId pBodyNodeId)FBCharacter
GetObjectFlags()FBComponent
GetObjectStatus(FBObjectStatus pStatus)FBComponent
GetOutConnector(int pIndex)FBBox
GetOutConnectorCount()FBBox
GetOwnerFileReference(p0)FBComponent
GetParentROffset(FBBodyNodeId pBodyNodeId, FBRVector pRVector)FBCharacter
GetROffset(FBBodyNodeId pBodyNodeId, FBRVector pRVector)FBCharacter
GetSkeletonVisibility()FBCharacter
GetSkinModelList(FBModelList pSkinModelList)FBCharacter
GetSOffset(FBBodyNodeId pBodyNodeId, FBSVector pSVector)FBCharacter
GetTOffset(FBBodyNodeId pBodyNodeId, FBTVector pTVector)FBCharacter
GetTransformOffset(FBBodyNodeId pBodyNodeId, FBMatrix pOffsetMatrix)FBCharacter
GoToStancePose(bool pPushUndo=False, bool pIncludeCharacterExtensions=True)FBCharacter
HardSelect()FBComponent
HasLayoutFBConstraint
HasObjectFlags(FBObjectFlag pFlags)FBComponent
HipsTranslationModeFBCharacter
HumanFingerLimitsFBCharacter
InputActorFBCharacter
InputCharacterFBCharacter
InputTypeFBCharacter
InverseLeftElbowFBCharacter
InverseLeftKneeFBCharacter
InverseRightElbowFBCharacter
InverseRightKneeFBCharacter
Is(int pTypeId)FBComponent
IsParentNodeOffset(FBBodyNodeId pNodeId)FBCharacter
IsRotationPin(FBEffectorId pEffectorIndex)FBCharacter
IsTranslationPin(FBEffectorId pEffectorIndex)FBCharacter
KeyingModeFBCharacter
LeftElbowKillPitchFBCharacter
LeftHandIndexIndexFBCharacter
LeftHandIndexMiddleFBCharacter
LeftHandIndexPinkyFBCharacter
LeftHandIndexRingFBCharacter
LeftHandMiddleIndexFBCharacter
LeftHandMiddleMiddleFBCharacter
LeftHandMiddlePinkyFBCharacter
LeftHandMiddleRingFBCharacter
LeftHandPinkyIndexFBCharacter
LeftHandPinkyMiddleFBCharacter
LeftHandPinkyPinkyFBCharacter
LeftHandPinkyRingFBCharacter
LeftHandRingIndexFBCharacter
LeftHandRingMiddleFBCharacter
LeftHandRingPinkyFBCharacter
LeftHandRingRingFBCharacter
LeftKneeKillPitchFBCharacter
LiveFBBox
LockFBConstraint
LockXFBCharacter
LockYFBCharacter
LockZFBCharacter
LongNameFBComponent
MirrorModeFBCharacter
NameFBComponent
ParentsFBComponent
PlotAnimation(FBCharacterPlotWhere pPlotWhere, FBPlotOptions pPlotOptions)FBCharacter
ProcessNamespaceHierarchy(FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)FBComponent
ProcessObjectNamespace(FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)FBComponent
PropertyAdd(FBProperty pProperty)FBComponent
PropertyAddReferenceProperty(FBProperty pReferenceProperty)FBComponent
PropertyCreate(str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None)FBComponent
PropertyGetModifiedList(FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags)FBComponent
PropertyListFBComponent
PropertyRemove(FBProperty pProperty)FBComponent
ReadyForRetarget()FBCharacter
RecordModeFBBox
ReferenceAdd(int pGroupIndex, FBModel pModel)FBConstraint
ReferenceGet(int pGroupIndex, int pItemIndex=0)FBConstraint
ReferenceGetCount(int pGroupIndex)FBConstraint
ReferenceGroupAdd(str pGroupName, int pMaxItemCount)FBConstraint
ReferenceGroupGetCount()FBConstraint
ReferenceGroupGetMaxCount(int pGroupIndex)FBConstraint
ReferenceGroupGetName(int pGroupIndex)FBConstraint
ReferenceRemove(int pGroupIndex, FBModel pModel)FBConstraint
RemoveAllAnimationNodes()FBConstraint
RemoveCharacterExtension(FBCharacterExtension pExt)FBCharacter
ResetProperties(FBCharacterResetProperties pType)FBCharacter
RestoreModelState(FBModel pModel)FBConstraint
Retarget(bool pOnBaseLayer)FBCharacter
RightElbowKillPitchFBCharacter
RightHandIndexIndexFBCharacter
RightHandIndexMiddleFBCharacter
RightHandIndexPinkyFBCharacter
RightHandIndexRingFBCharacter
RightHandMiddleIndexFBCharacter
RightHandMiddleMiddleFBCharacter
RightHandMiddlePinkyFBCharacter
RightHandMiddleRingFBCharacter
RightHandPinkyIndexFBCharacter
RightHandPinkyMiddleFBCharacter
RightHandPinkyPinkyFBCharacter
RightHandPinkyRingFBCharacter
RightHandRingIndexFBCharacter
RightHandRingMiddleFBCharacter
RightHandRingPinkyFBCharacter
RightHandRingRingFBCharacter
RightKneeKillPitchFBCharacter
RollSolverFBCharacter
SaveModelState(FBModel pModel, bool pS, bool pR, bool pT)FBConstraint
SelectedFBComponent
SelectModels(bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)FBCharacter
SetCharacterizeOff()FBCharacter
SetCharacterizeOn(bool pSetAsBiped)FBCharacter
SetExternalSolver(int pIndex)FBCharacter
SetExternalSolver(FBCharacterSolver pSolver)FBCharacter
SetFKVisibility(bool pState)FBCharacter
SetIKVisibility(bool pState)FBCharacter
SetObjectFlags(FBObjectFlag pFlags)FBComponent
SetObjectStatus(FBObjectStatus pStatus, bool pValue)FBComponent
SetRotationPin(FBEffectorId pEffectorIndex, bool pValue)FBCharacter
SetSkeletonVisibility(bool pState)FBCharacter
SetTranslationPin(FBEffectorId pEffectorIndex, bool pValue)FBCharacter
SetupAllAnimationNodes()FBConstraint
ShoulderCorrectionFBCharacter
SnapFBConstraint
SnapSuggested()FBConstraint
SyncModeFBCharacter
TypeInfoFBComponent
UniqueNameFBBox
WeightFBConstraint
WriteReferenceFBCharacter