Open Reality Reference Guide
 
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fbapplication.h
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1#ifndef __FBPAPPLICATION_H__
2#define __FBPAPPLICATION_H__
3/**************************************************************************
4Copyright (c) 1994 - 2013 Autodesk, Inc. and/or its licensors.
5All Rights Reserved.
6
7The coded instructions, statements, computer programs, and/or related
8material (collectively the "Data") in these files contain unpublished
9information proprietary to Autodesk, Inc. and/or its licensors, which is
10protected by Canada and United States of America federal copyright law
11and by international treaties.
12
13The Data may not be disclosed or distributed to third parties, in whole
14or in part, without the prior written consent of Autodesk, Inc.
15("Autodesk").
16
17THE DATA IS PROVIDED "AS IS" AND WITHOUT WARRANTY.
18ALL WARRANTIES ARE EXPRESSLY EXCLUDED AND DISCLAIMED. AUTODESK MAKES NO
19WARRANTY OF ANY KIND WITH RESPECT TO THE DATA, EXPRESS, IMPLIED OR
20ARISING BY CUSTOM OR TRADE USAGE, AND DISCLAIMS ANY IMPLIED WARRANTIES
21OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
22PURPOSE OR USE. WITHOUT LIMITING THE FOREGOING, AUTODESK DOES NOT
23WARRANT THAT THE OPERATION OF THE DATA WILL BE UNINTERRUPTED OR ERROR
24FREE.
25
26IN NO EVENT SHALL AUTODESK, ITS AFFILIATES, PARENT COMPANIES, LICENSORS
27OR SUPPLIERS ("AUTODESK GROUP") BE LIABLE FOR ANY LOSSES, DAMAGES OR
28EXPENSES OF ANY KIND (INCLUDING WITHOUT LIMITATION PUNITIVE OR MULTIPLE
29DAMAGES OR OTHER SPECIAL, DIRECT, INDIRECT, EXEMPLARY, INCIDENTAL, LOSS
30OF PROFITS, REVENUE OR DATA, COST OF COVER OR CONSEQUENTIAL LOSSES OR
31DAMAGES OF ANY KIND), HOWEVER CAUSED, AND REGARDLESS OF THE THEORY OF
32LIABILITY, WHETHER DERIVED FROM CONTRACT, TORT (INCLUDING, BUT NOT
33LIMITED TO, NEGLIGENCE), OR OTHERWISE, ARISING OUT OF OR RELATING TO THE
34DATA OR ITS USE OR ANY OTHER PERFORMANCE, WHETHER OR NOT AUTODESK HAS
35BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE.
36
37**************************************************************************/
38
43#include <kaydaradef.h>
44#ifndef FBSDK_DLL
48#define FBSDK_DLL K_DLLIMPORT
49#endif
50
51// Essential includes
52#include <fbsdk/fbcomponent.h>
53
54#ifdef FBSDKUseNamespace
55namespace FBSDKNamespace {;
56#endif
57
59// FBBatchOptions
62
65{
69};
70FB_DEFINE_ENUM( FBSDK_DLL, BatchProcessType );
71
74{
81};
82FB_DEFINE_ENUM( FBSDK_DLL, BatchFileFormat );
83
86{
89};
90FB_DEFINE_ENUM( FBSDK_DLL, BatchOnTakeExist );
91
94{
97};
98FB_DEFINE_ENUM( FBSDK_DLL, BatchOnContainsBatchTakes );
99
102{
103 kFBBatchStatusSuccess,
104 kFBBatchStatusError,
105 kFBBatchStatusCharacterNotSpecified,
106 kFBBatchStatusCharacterNotCharacterized,
107 kFBBatchStatusCharacterHasNoReference,
108 kFBBatchStatusInputActorNotSpecified,
109 kFBBatchStatusActorInputMarkersetNotSpecified,
110 kFBBatchStatusActorInputMarkersetHasNoReferenceModel,
111 kFBBatchStatusActorInputMarkersetNotCorrectlyAssociated,
112 kFBBatchStatusInputCharacterNotCharacterized,
113 kFBBatchStatusInputCharacterHasNoReference,
114 kFBBatchStatusInputDirectoryNotValid,
115 kFBBatchStatusAsfSkeletonFileNotSpecified,
116 kFBBatchStatusCantOpenAsfSkeletonFile,
117 kFBBatchStatusOutputDirectoryNotValid
118};
119
122{
123public:
124
128
131
133
137
138#if !defined(K_NO_CHARACTER)
140#endif
141
153
156};
157
158
160// FBPlotOptions
163
166{
167 kFBRotationFilterNone,
168 kFBRotationFilterGimbleKiller,
169 kFBRotationFilterUnroll
170};
171FB_DEFINE_ENUM( FBSDK_DLL, RotationFilter );
172
175{
176 kFBPlotTangentModeSmooth,
177 kFBPlotTangentModeSmoothClamp,
178 kFBPlotTangentModeSpline,
179 kFBPlotTangentModeSplineClamp,
180 kFBPlotTangentModeAuto
181};
182FB_DEFINE_ENUM( FBSDK_DLL, RotationFilter );
183
186{
187public:
188
192
205};
206
207#if !defined(K_NO_AUDIO)
209// FBAudioRenderOptions
212
217{
218public:
219
223
229};
230#endif
231
233#if !defined(K_NO_CHARACTER)
235#endif
236#if !defined(K_NO_ACTOR)
238#endif
239#if !defined(K_NO_CHARACTER)
240FB_DEFINE_COMPONENT( FBSDK_DLL, Character );
241#endif
242#if !defined(K_NO_ACTOR)
244#endif
245
254
255#if !defined(K_NO_ONECLICK)
258{
263};
264#endif
265
273};
274FB_DEFINE_ENUM( FBSDK_DLL, ApplicationState );
275
277// FBEventOverrideFileOpen
281{
282public:
286 FBEventOverrideFileOpen( HKEventBase pEvent );
287
290};
291
293// FBPropertyEventOverrideFileOpen
297{
298 public:
303 virtual void Add ( HICallback pOwner, kICallbackHandler pHandler );
304 virtual void Remove ( HICallback pOwner, kICallbackHandler pHandler );
305};
306
309
318{
320public:
324 FBApplication(HIObject pObject=NULL);
325
326 FBPropertyApplicationState ApplicationState;
327
337
339
344 bool Minimize(bool pBlocking=true);
345
349 bool Maximize();
350
353
359
364
370 bool FileNew(bool pAskUser = false, bool pClearSceneName = true);
371
380 bool FileOpen( const char* pFilename, bool pShowUIMsg = false, FBFbxOptions* pOptions = NULL );
381
388 bool FileOpen( void* pBuffer, kULong pBufferLength );
389
398 bool GetMaxFrameCount(void* pBuffer, kULong pBufferLength, kLong* pFrameCount, int pTimeScale);
399
410 bool FileMerge( const char* pFilename, bool pShowUIMsg = false, FBFbxOptions* pOptions = NULL );
411
422 bool FileMerge( FBStringList& pPathlist, bool pShowUIMsg = false, FBFbxOptions* pOptions = NULL );
423
436 bool FileAppend( const char* pFilename, bool pShowUIMsg = false, FBFbxOptions* pOptions = NULL );
437
444 bool FileSave( const char* pFilename = NULL, FBFbxOptions* pOptions = NULL );
445
451 void FileExit( bool pSave = false, int pExitCode = 0);
452
468 bool FileImport( FBString pFilename, bool pMatchModels = false, bool pCreateUnmatchedModels = true );
469
479
490 bool FileExport( FBString pFilename );
491
501
508 FBBatchStatus FileBatch( FBBatchOptions* pBatchOptions, FBPlotOptions* pPlotOptions = NULL );
509
518 bool FileImportBatch( const char* pName, FBBatchOptions* pBatchOptions, FBModel* pReference );
519
529 bool FileExportBatch( const char* pName, FBTake* pTake, FBBatchOptions* pBatchOptions, FBModelList &pExportModels );
530
531#if !defined(K_NO_CHARACTER)
532
539 bool SaveCharacterRigAndAnimation( const char* pFileName, FBCharacter* pCharacter, FBFbxOptions* pFbxOptions);
540
548 bool LoadAnimationOnCharacter( const char* pFileName, FBCharacter* pCharacter, FBFbxOptions* pFbxOptions, FBPlotOptions* pPlotOptions);
549#endif
550
555 bool IsValidBatchFile( const char* pFilename );
556
557#if !defined(K_NO_ONECLICK)
563
568
573
577
582#endif
583
591 bool FileRender( FBVideoGrabOptions* pRenderOptions = NULL );
592
593#if !defined(K_NO_AUDIO)
599 bool AudioRender( FBAudioRenderOptions* pAudioRenderOptions = NULL);
600#endif
601
607 bool ExecuteScript(FBString pFilename);
608
609public:
611#if !defined(K_NO_ACTOR)
612 FBPropertyActor CurrentActor;
613#endif
614#if !defined(K_NO_CHARACTER)
615 FBPropertyCharacter CurrentCharacter;
616#endif
621
624 const char* GetSceneTitle();
625
629 void SetSceneTitle(const char* pTitle);
630
633 const char* GetSceneSubject();
634
638 void SetSceneSubject(const char* pSubject);
639
642 const char* GetSceneAuthor();
643
647 void SetSceneAuthor(const char* pAuthor);
648
651 const char* GetSceneKeywords();
652
656 void SetSceneKeywords(const char* pKeywords);
657
661
665 void SetSceneRevisionNumber(const char* pRevNumber);
666
669 const char* GetSceneComment();
670
674 void SetSceneComment(const char* pComment);
675};
676
714
718
722
730
734
738
744
748
752
759};
760
766
772
777#ifdef FBSDKUseNamespace
778} // namespace FBSDKNamespace
779#endif
780
781#endif
FBActor is used to link motion data to a character.
FBApplication is used mainly to manage files.
bool FileExport(FBString pFilename)
Export a motion file.
const char * GetSceneKeywords()
Return the scene keywords from the scene properties.
FBPropertyEvent OnStartupCompleted
Event: The startup of the application has been completed.
bool FileMerge(const char *pFilename, bool pShowUIMsg=false, FBFbxOptions *pOptions=NULL)
Merge one or multiple files with the current scene.
FBPropertyEvent OnFileOpenCompleted
Event: A File Open has been completed.
bool GetMaxFrameCount(void *pBuffer, kULong pBufferLength, kLong *pFrameCount, int pTimeScale)
Get max frame count from a scene file in memory.
bool OneClickUpdateCurrentScene()
Send the scene to update the current scene in the specified application.
FBPropertyString FBXFileName
Read Write Property: Current scene filename.
bool FileImportWithOptions(FBMotionFileImportOptions *pOptions)
Import a motion file with the ability to specify options.
bool FileMerge(FBStringList &pPathlist, bool pShowUIMsg=false, FBFbxOptions *pOptions=NULL)
Merge multiple files with the current scene.
bool OneClickSendAsNewScene(FBOneClickApplication pApplication)
Send the current scene as a new scene in the specified application.
FBPropertyEvent OnFileSaveCompleted
Event: A File Save has been completed.
void SetSceneTitle(const char *pTitle)
Set the scene title.
bool FileOpen(const char *pFilename, bool pShowUIMsg=false, FBFbxOptions *pOptions=NULL)
Open a file, replacing the current scene.
FBPropertyEvent OnFileMerge
Event: A File Merge has been requested, nothing has been loaded yet.
FBPropertyEventOverrideFileOpen OnOverrideFileOpen
Event: Called when a file is about to be opened/merged. The user can override the process with his ow...
FBPropertyEvent OnFileSave
Event: A File Save has been requested, nothing has been saved yet.
const char * GetSceneTitle()
Return the scene title from the scene properties.
FBPropertyApplicationState ApplicationState
Read Only Property: State the MotionBuilder application has been started in.
void SetSceneKeywords(const char *pKeywords)
Set the scene keywords.
bool OneClickAddToCurrentScene()
Send the scene and add it to the current scene in the specified application.
const char * GetSceneAuthor()
Return the scene author from the scene properties.
FBPropertyCharacter CurrentCharacter
Read Write Property: Indicate the current character, as used by the character tool....
bool IsSceneModified()
Is the scene modified since last save / new scene creation?
bool SaveCharacterRigAndAnimation(const char *pFileName, FBCharacter *pCharacter, FBFbxOptions *pFbxOptions)
Save the rig and its animation in a file.
void UpdateAllWidgets()
Request to refresh display of all UI widgets.
void SetSceneComment(const char *pComment)
Set the scene comment.
bool Minimize(bool pBlocking=true)
Minimize window.
void FileExit(bool pSave=false, int pExitCode=0)
Quit application.
bool Maximize()
Maximize window (minimized).
bool FileRender(FBVideoGrabOptions *pRenderOptions=NULL)
Render current scene to media file.
bool AudioRender(FBAudioRenderOptions *pAudioRenderOptions=NULL)
Render audio of current scene to media file, currently WAV file only.
FBApplication(HIObject pObject=NULL)
Constructor.
FBPropertyEvent OnFileNew
Event: A File New has been requested, nothing has been destroyed yet.
FBOneClickApplication OneClickIsConnectedTo()
Return the other application that MotionBuilder is connected to.
const char * GetSceneRevisionNumber()
Return the scene revision number from the scene properties.
const char * GetSceneComment()
Return the scene comment from the scene properties.
FBBatchStatus FileBatch(FBBatchOptions *pBatchOptions, FBPlotOptions *pPlotOptions=NULL)
Start a batch.
static FBApplication & TheOne()
Get the global object for this class.
bool FileExportBatch(const char *pName, FBTake *pTake, FBBatchOptions *pBatchOptions, FBModelList &pExportModels)
Export a motion file using batch options.
const char * GetSceneSubject()
Return the scene subject from the scene properties.
bool FileImportBatch(const char *pName, FBBatchOptions *pBatchOptions, FBModel *pReference)
Import a motion file using batch options.
void OneClickSelectPreviouslySentObject()
Select, in MotionBuilder, the object that were sent.
bool FileSave(const char *pFilename=NULL, FBFbxOptions *pOptions=NULL)
Save the file under another name.
FBPropertyEvent OnFileOpen
Event: A File Open has been requested, nothing has been loaded yet.
bool FileOpen(void *pBuffer, kULong pBufferLength)
Open a file from memory.
bool FileAppend(const char *pFilename, bool pShowUIMsg=false, FBFbxOptions *pOptions=NULL)
Append one or multiple files to the current scene.
void SetSceneRevisionNumber(const char *pRevNumber)
Set the scene revision number.
bool FileExportWithOptions(FBMotionFileExportOptions *pOptions)
Export a motion file with the ability to specify options.
FBPropertyActor CurrentActor
Read Write Property: Indicate the current actor, as used by the character tool. Can be NULL....
bool ExecuteScript(FBString pFilename)
Execute a python script file.
bool FileImport(FBString pFilename, bool pMatchModels=false, bool pCreateUnmatchedModels=true)
Import a motion file.
FBPropertyEvent OnFileNewCompleted
Event: A File New has been completed.
void FlushEventQueue()
Flush event queue.
void SetSceneSubject(const char *pSubject)
Set the scene subject.
bool IsValidBatchFile(const char *pFilename)
Verify motion file readability.
FBPropertyEvent OnFileExit
Event: A File Exit as been requested, nothing has been destroyed yet.
bool LoadAnimationOnCharacter(const char *pFileName, FBCharacter *pCharacter, FBFbxOptions *pFbxOptions, FBPlotOptions *pPlotOptions)
Load a rig and its animation from a file.
void SetSceneAuthor(const char *pAuthor)
Set the scene author.
bool FileNew(bool pAskUser=false, bool pClearSceneName=true)
Command File->New in the menus.
Audio Render Options structure.
FBString OutputFileName
Property: Audio Render destination file.
FBTimeSpan TimeSpan
Property: Start and stop selection time to render.
FBAudioRateMode RateMode
Property: Rate mode for number of samples per second. 44100 hz default,8000, 11025,...
FBAudioRenderOptions()
Constructor.
FBAudioChannelMode ChannelMode
Property: Audio render channel number, 1 for Mono(left channel right channel render mixed to one chan...
FBAudioBitDepthMode BitDepthMode
Property: Bit depth for one sample of audio. 8, 16 and 24 bits available for audio render,...
Option parameters for the batch process.
bool mWriteRate
Write frame rate in Acclaim AMC files.
bool mKeepCharacterConstraint
To keep the character constaint when saving.
bool mPlotToCharacter
To plot the animation on the character.
bool mWriteTranslation
Write translation animation data included with Acclaim AMC files.
bool mFrameAnimation
Set timeline start and end time to corespond with the start and end of animation.
FBString mOutputDirectory
The directory containning the output files.
FBString mInputDirectory
The directory containning the input files.
FBCharacter * mCharacter
The character to receive the animation.
bool mOverwriteScaling
Set the scaling to a default setting of 1.0.
bool mStartAnimationAtZero
Set the time of all loaded files to 0.
bool mUseSingleTake
Use only one take to convert all files.
FBBatchProcessType mProcessType
What process should be done? Load, Save or Both.
FBString mSkeletonFile
The Skeleton file (for Acclaim AMC files).
FBBatchOnTakeExist mOnTakeExistAction
Action to perform when a take already exist while in a batch process.
FBBatchFileFormat mOutputFileFormat
File format of the output files.
FBBatchFileFormat mInputFileFormat
File format of the input files.
bool mKeepDummyBones
To keep dummy bones.
FBBatchOnContainsBatchTakes mOnContainsBatchTakesAction
Action to perform when a scene already contains batch takes while in a batch process.
bool mUseBatchSuffix
Add a batch suffix to the name of the files.
FBBatchOptions()
Constructor.
bool mPlotToControlSet
To plot the animation on the control set.
A character is the link between a motion source and a character model.
MotionBuilder SDK base class.
Base Event class.
Event that is called before a file open/merge.
FBPropertyBool WillOverride
Read Write Property: Set to true for handling the file load, false by default. If the return value is...
FBPropertyString FilePath
Read Only Property: Path to the file that will be opened/merged.
FBEventOverrideFileOpen(HKEventBase pEvent)
Constructor.
Customize file loading and saving.
Model class.
Definition fbmodel.h:274
Customize motion file exporting.
Customize motion file loading.
Option parameters for plotting.
FBRotationFilter mRotationFilterToApply
The rotation filter to apply.
bool mEvaluateDeformation
Should we evaluate deformation while plotting? This is useful when there is a dependency with the def...
bool mPlotAllTakes
Should we plot all takes?
bool mPlotTranslationOnRootOnly
Should we plot the translation on root only?
bool mPreciseTimeDiscontinuities
Should we use precise time discontinuities?
bool mPlotAuxEffectors
Should we plot aux effectors?
bool mPlotLockedProperties
Should we plot locked properties?
bool mConstantKeyReducerKeepOneKey
Should the constant key reducer keep at least one key?
FBPlotTangentMode mPlotTangentMode
The tangent mode for plotted curve.
bool mPlotOnFrame
Should we plot on frame?
FBTime mPlotPeriod
The plot period (1/fps).
FBPlotOptions()
Constructor.
bool mUseConstantKeyReducer
Should we use a constant key reducer with the filter?
PropertyEvent: Base event class.
PropertyEvent: Event when a file is about to be opened/merged.
virtual void Add(HICallback pOwner, kICallbackHandler pHandler)
Add/Remove a callback.
Property class: const char * (String).
Basic string class.
Definition fbstring.h:67
String list.
Definition fbstring.h:208
A take is a container for animation in a scene.
Definition fbdata.h:1727
Time data structure.
Definition fbtime.h:88
TimeSpan class.
Definition fbtime.h:410
FBBatchStatus
Different return values of the Batch process.
FBBatchOnContainsBatchTakes
Different actions to perform when a scene already contains batch takes while in a batch process.
@ kFBBatchOnContainsBatchTakesSaveAllTakes
Save all the takes.
@ kFBBatchOnContainsBatchTakesSaveBatchTakesOnly
Save only the batch takes.
FBRotationFilter
Rotation filters.
FBViewerMode
Different viewer modes for the 3D viewer.
@ kFBViewerModeThreeWindow
View three panes.
@ kFBViewerModeOneWindow
View one pane.
@ kFBViewerModeFourWindow
View four panes.
@ kFBViewerModeTwoWindow
View two panes.
@ kFBViewerModeSchematic
Schematic view.
FBApplicationState
Application state the MotionBuilder application has been started in.
@ kFBBatch
Running in a batch mode, without the UI, i.e.: when starting MotionBuilder from the command line with...
@ kFBInteractive
Running in an interactive mode with the UI. Default mode.
@ kFBMobuPy
Running via the mobupy executable.
FBBatchOnTakeExist
Different actions to perform when a take already exist while in a batch process.
@ kFBBatchOnTakeExistOverwrite
Overwrite the take.
@ kFBBatchOnTakeExistSkip
Skip the take.
FBBatchProcessType
Different process type for the batch.
@ kFBBatchProcessTypeLoad
Load the files and plot the character with every take.
@ kFBBatchProcessTypeSave
Save the takes in different files.
@ kFBBatchProcessTypeConvert
Does the load and save.
FBPlotTangentMode
The tangent mode for plotted curve.
FBOneClickApplication
Possible application for One-Click interop with MotionBuilder.
@ kFBOneClickMaya
Maya.
@ kFBOneClickSoftimage
Softimage.
@ kFBOneClick3dsMax
3ds Max.
@ kFBOneClickNone
No application.
FBBatchFileFormat
Different file formats for the batch.
@ kFBBatchFileFormatAMC
File format for Acclaim AMC.
@ kFBBatchFileFormatHTR
File format for Motion Analysis HTR.
@ kFBBatchFileFormatTRC
File format for Motion Analysis TRC.
@ kFBBatchFileFormatBVH
File format for Biovision BVH.
@ kFBBatchFileFormatFBX
File format for FBX (animation only).
@ kFBBatchFileFormatC3D
File format for Vicon C3D.
FBAudioBitDepthMode
Enum FBAudioBitDepthMode.
Definition fbaudiofmt.h:70
FBAudioChannelMode
Enum FBAudioChannelMode.
Definition fbaudiofmt.h:63
FBAudioRateMode
Enum FBAudioRateMode.
Definition fbaudiofmt.h:77
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
Basic class definitions.
#define __FBClassDeclare(Name, Parent)
For internal use only.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
#define FB_DEFINE_COMPONENT(DllTag, Type)
Define a component and give it the ability to be a property.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:62
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:68
K_DLLIMPORT void FBMergeTransactionBegin()
Call to begin the transaction for merging multiple files.
K_DLLIMPORT bool FBMergeTransactionIsOn()
Call to tell if system is during Merge transaction.
K_DLLIMPORT void FBMergeTransactionFileRefEditBegin()
Call to begin the transaction for merging multiple files and applying File Reference edit at the same...
FBConstantKeyReducerThresholdType
Different threshold types for the Constant Key Reducer filter.
K_DLLIMPORT double FBGetConstantKeyReducerThresholdValue(FBConstantKeyReducerThresholdType pThresholdType)
Return a specific threshold value used by the Constant Key Reducer filter.
K_DLLIMPORT void FBMergeTransactionEnd()
Call to end the merge transaction.
K_DLLIMPORT bool FBMergeTransactionFileRefEditIsOn()
Call to tell if system is during File Reference Edit Merge transaction.
K_DLLIMPORT void FBMergeTransactionFileRefEditEnd()
Call to end merge transaction with File Reference edit.
K_DLLIMPORT void FBPreventUIUpdateEnd()
Call to end blocking the UI updates.
K_DLLIMPORT void FBPreventUIUpdateBegin()
Call to prevent UI updates when creating/deleting/renaming objects.
K_DLLIMPORT void FBSetConstantKeyReducerThresholdValue(FBConstantKeyReducerThresholdType pThresholdType, double pValue)
Set a specific threshold value used by the Constant Key Reducer filter.
K_DLLIMPORT bool FBPreventUIUpdateIsOn()
Call to tell if UI updates are blocked.
@ kFBTranslationThreshold
Translation threshold.
@ kFBRotationThreshold
Rotation threshold.
@ kFBDefaultThreshold
All other curves threshold.
@ kFBScalingThreshold
Scaling threshold.
Video Grabbing Options structure.