See sample: CycleCreator.py. More...
#include <pyfbsdk_generated.h>

Public Member Functions | |
| FBCycleCreator () | |
| Constructor. More... | |
| bool | CreateCycle (FBTime pStartTime, FBTime pEndTime, FBCharacter pChar=None, bool pMoveStartToZero=False, bool pAddZeroKey=True, str pNewTakeName="", FBModel pReferencedIK=None, bool pPasteTx=True, bool pPasteTy=False, bool pPasteTz=True, bool pPasteR=True, bool pPasteG=True) |
| Create animation cycle for current character if pChar is NULL, else for the character assigned by pChar; during the time scope between pStartTime and pEndTime. More... | |
Public Member Functions inherited from FBComponent | |
| FBComponent () | |
| Constructor. More... | |
| str | ClassName () |
| Get the class name. More... | |
| DisableObjectFlags (FBObjectFlag pFlags) | |
| Disable a specific Object Flags. More... | |
| EnableObjectFlags (FBObjectFlag pFlags) | |
| Enable a specific Object Flags. More... | |
| bool | FBCreate () |
| Open Reality Creation function. More... | |
| FBDelete () | |
| Open Reality deletion function. More... | |
| FBDestroy () | |
| Open Reality destruction function. More... | |
| FBObjectFlag | GetObjectFlags () |
| Get all Object Flags (concatenated). More... | |
| bool | GetObjectStatus (FBObjectStatus pStatus) |
| Check to see if an object status is enabled. More... | |
| FBFileReference | GetOwnerFileReference (p0) |
| Get the owner FileReference object. More... | |
| HardSelect () | |
| HardSelect. More... | |
| bool | HasObjectFlags (FBObjectFlag pFlags) |
| Check whether a specific object flag is enabled. More... | |
| bool | Is (int pTypeId) |
| Returns true if object is of type TypeId. More... | |
| bool | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
| ProcessNamespaceHierarchy. More... | |
| bool | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
| ProcessObjectNamespace. More... | |
| 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... | |
| FBProperty | PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None) |
| Create user or dynamic property. More... | |
| PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags) | |
| Get list of properties which have been modified since last loading. More... | |
| PropertyRemove (FBProperty pProperty) | |
| Remove a Property from the component's Property manager. More... | |
| SetObjectFlags (FBObjectFlag pFlags) | |
| SetObjectFlags. More... | |
| SetObjectStatus (FBObjectStatus pStatus, bool pValue) | |
| Enable/Disable a specific Object Status. More... | |
Additional Inherited Members | |
Public Attributes inherited from FBComponent | |
| FBListComponent | Components |
| List: List of components. More... | |
| str | LongName |
| Read Write Property: Name and namespace for object. More... | |
| str | Name |
| Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py. More... | |
| FBListComponent | Parents |
| List: Parents. More... | |
| FBManager | PropertyList |
| Read Only Property: Manages all of the properties for the component. More... | |
| bool | Selected |
| Read Write Property: Selected property. More... | |
| int | TypeInfo |
| Contains the Type information of the object. More... | |
Public Attributes inherited from FBPlug | |
| str | ClassGroupName |
| ClassGroupName of the object. More... | |
| int | TypeInfo |
| TypeInfo. More... | |
| FBCycleCreator | ( | ) |
Constructor.
| bool CreateCycle | ( | FBTime | pStartTime, |
| FBTime | pEndTime, | ||
| FBCharacter | pChar = None, |
||
| bool | pMoveStartToZero = False, |
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| bool | pAddZeroKey = True, |
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| str | pNewTakeName = "", |
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| FBModel | pReferencedIK = None, |
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| bool | pPasteTx = True, |
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| bool | pPasteTy = False, |
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| bool | pPasteTz = True, |
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| bool | pPasteR = True, |
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| bool | pPasteG = True |
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| ) |
Create animation cycle for current character if pChar is NULL, else for the character assigned by pChar; during the time scope between pStartTime and pEndTime.
| pStartTime | Start time of the cycle |
| pEndTime | End time of the cycle |
| pChar | Target character, if it is NULL, try to use current character |
| pMoveStartToZero | Whether move start time to zero time |
| pAddZeroKey | Whether add zero key |
| pNewTakeName | The name used to create the new take. |
| pReferencedIK | The IK that used as referenced object in pose pasting. |
| pPasteTx | Whether consider Translation X on referenced IK when doing pose pasting |
| pPasteTy | Whether consider Translation Y on referenced IK when doing pose pasting |
| pPasteTz | Whether consider Translation Z on referenced IK when doing pose pasting |
| pPasteR | Whether consider Rotation on referenced IK when doing pose pasting |
| pPasteG | Whether respect Gravity when doing pose pasting (Translation = Global XZ / Rotation = Global Y). Note: if G is true then Ty will be forced changed to false. |