Root object class. More...
#include <pyfbsdk.h>
Public Member Functions | |
FBModelSkeleton (str pName) | |
Constructor. | |
GetSkinModelList (FBModelList pSkinModelList) | |
Return the list of skin model associated with this Skeleton(Bone), which could be the deformable skins connected via cluster, or non deformable skins which are parented directly under this bone. | |
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FBModel (str pName) | |
Constructor. | |
FBModel | Clone () |
Clone the model. | |
CollapseInSchematic () | |
Collapse the model in the schematic view. | |
DofToLRM (FBMatrix pLM, FBRVector pDof) | |
Convert object space vector to local matrix. | |
ExpandInSchematic () | |
Expand the model in the schematic view. | |
FBDelete () | |
Open Reality deletion function. | |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Model'. | |
ForceAlwaysEvaluate () | |
Force Always Evaluate. | |
FBColor | GetAdditionalUniqueColorID (unsigned int pIndex) |
Get Additional Unique Color Id. | |
unsigned int | GetAdditionalUniqueColorIDCount () |
Get additional unique color count. | |
GetBoundingBox (FBVector3d pMin, FBVector3d pMax) | |
Get the bounding box of the model. | |
unsigned int | GetHierarchyWorldMatrices (FBMatrix pMatricesArray, unsigned int pMatricesArrayCount, FBModelHiercharyTraverserType pHiercharyTraverserType, FBEvaluateInfo pEvaluateInfo=None) |
Computes the global transform matrices between this model and all its children (all levels). | |
GetLocalTransformationMatrixWithGlobalRotationDoF (FBMatrix pMatrix, bool pInverse=False, FBEvaluateInfo pEvaluateInfo=None) | |
Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF values from the model. | |
GetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a matrix from the model. | |
FBVector2d | GetSchematicPosition () |
Get the position in the schematic view for the model. | |
int | GetSelectedPointsCount () |
Get the number of selected points in the model. | |
GetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a vector from the model. | |
bool | IsCollapsedInSchematic () |
Returns if the model is collapsed or not (expanded) in the schematic view. | |
bool | IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo pEvaluateInfo=None) |
Is the model's evaluation task result ready. | |
bool | IsForceAlwaysEvaluate () |
Return Force Always Evaluate status. | |
bool | IsVisible (FBEvaluateInfo pEvaluateInfo=None) |
If the model is visible. | |
LRMToDof (FBRVector pDof, FBMatrix pLM) | |
Convert local matrix to object space vector. | |
MatrixToRotation (FBRVector pRotation, FBMatrix pMatrix) | |
Convert Rotation Matrix to Euler Vector based on model's rotation order. | |
int | NoFrustumCullingRelease () |
Release no frustum culling request. | |
int | NoFrustumCullingRequire () |
Acquire no frustum culling request. | |
bool | RayCast (FBCamera pCamera, int pMouseX, int pMouseY, FBVector3d pHitPosition, FBVector3d pHitNormal) |
Ray cast test. | |
RotationToMatrix (FBMatrix pMatrix, FBRVector pRotation) | |
Convert Euler Vector to Rotation Matrix based on model's rotation order. | |
bool | SetAdditionalUniqueColorIDCount (unsigned int pCount) |
Request additional Unique color IDs. | |
SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a matrix for the model. | |
SetMatrixWithPrecision (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None, float pPrecision=FBMat2EulerDegenerateForPrecision10) | |
Set a matrix for the model. | |
SetSchematicPosition (int pX, int pY) | |
Set the position in the schematic view for the model. | |
SetSchematicPosition (FBVector2d pVector2d) | |
Set the position in the schematic view for the model. | |
SetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a vector for the model. | |
SetupPropertiesForShapes () | |
Setup Shape Properties. | |
bool | UseFrustumCulling () |
Get the current Frustum Culling Status. | |
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FBBox (str pName) | |
Constructor. | |
bool | AnimationNodeDestroy (FBAnimationNode pAnimationNode) |
Destroy an animation node. | |
FBAnimationNode | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this box. | |
bool | AnimationNodeIsUserData (FBAnimationNode pAnimationNode) |
Is the animation node user data? | |
FBAnimationNode | AnimationNodeOutGet () |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Relations', 'Parent-Child', 'Number to Vector', 'Shot'. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Box', 'Constraint', 'TimelineXTrack'. | |
FBAnimationNode | GetInConnector (int pIndex) |
Get the animation node input associated with the given index. | |
int | GetInConnectorCount () |
Get the number of animation node inputs for this box. | |
FBAnimationNode | GetOutConnector (int pIndex) |
Get the animation node output associated with the given index. | |
int | GetOutConnectorCount () |
Get the number of animation node outputs for this box. | |
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FBComponent () | |
Constructor. | |
str | ClassName () |
Get the class name. | |
DisableObjectFlags (FBObjectFlag pFlags) | |
Disable a specific Object Flags. | |
EnableObjectFlags (FBObjectFlag pFlags) | |
Enable a specific Object Flags. | |
bool | FBCreate () |
Open Reality Creation function. | |
FBDelete () | |
Open Reality deletion function. | |
FBDestroy () | |
Open Reality destruction function. | |
FBObjectFlag | GetObjectFlags () |
Get all Object Flags (concatenated). | |
bool | GetObjectStatus (FBObjectStatus pStatus) |
Check to see if an object status is enabled. | |
FBFileReference | GetOwnerFileReference (p0) |
Get the owner FileReference object. | |
HardSelect () | |
HardSelect. | |
bool | HasObjectFlags (FBObjectFlag pFlags) |
Check whether a specific object flag is enabled. | |
bool | Is (int pTypeId) |
Returns true if object is of type TypeId. | |
bool | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
ProcessNamespaceHierarchy. | |
bool | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
ProcessObjectNamespace. | |
int | PropertyAdd (FBProperty pProperty) |
Add a property to the component's property manager. | |
bool | PropertyAddReferenceProperty (FBProperty pReferenceProperty) |
Add a reference property to the component's property manager. | |
FBProperty | PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None) |
Create user or dynamic property. | |
PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags) | |
Get list of properties which have been modified since last loading. | |
PropertyRemove (FBProperty pProperty) | |
Remove a Property from the component's Property manager. | |
SetObjectFlags (FBObjectFlag pFlags) | |
SetObjectFlags. | |
SetObjectStatus (FBObjectStatus pStatus, bool pValue) | |
Enable/Disable a specific Object Status. | |
Public Attributes | |
FBColor | Color |
Read Write Property: Color of skeleton node. | |
float | Length |
Read Write Property: Length of skeleton node. (Note: Only effective when the look is set to: Capsule) | |
bool | LinkFollowGeometryOffset |
Read Write Property: Whether link to parent node must follow skeleton node or not, when skeleton node has a geometry offset. | |
FBSkeletonLook | Look |
Read Write Property: Look of skeleton node. | |
bool | PreserveLinkEndPosition |
Read Write Property: Whether skeleton node must preserve its links' end position to children nodes, when skeleton node has a geometry offset. (Note: Only effective when the look is set to: Bone, Box or Stick) | |
FBSkeletonResolutionLevel | Resolution |
Read Write Property: Resolution of skeleton node. (Note: Only effective when the look is set to: Sphere, Capsule or Stick) | |
float | Size |
Read Write Property: Size (not related to scaling). | |
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FBAnimationNode | AnimationNode |
Read Only Property: Animation node of the model. | |
bool | BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. Not Savable | |
bool | CastsShadows |
Read Write Property: If true, the geometry will produce shadows. | |
FBListModel | Children |
List: Children for model. | |
bool | ConstrainDeformable |
Read Write Property: Model constraint deformable. Not Savable | |
FBListDeformer | Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer). | |
FBVector3d | GeometricRotation |
Read Write Property: Geometric rotation. | |
FBVector3d | GeometricScaling |
Read Write Property: Geometric scaling. | |
FBVector3d | GeometricTranslation |
Read Write Property: Geometric translation. | |
FBGeometry | Geometry |
Read Write Property: Geometry for the model. | |
int | GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id. | |
bool | Icon3D |
Read Write Property: Is model a 3D icon? | |
bool | IsConstrained |
Read Only Property: Is model constrained? | |
bool | IsDeformable |
Read Only Property: Is model deformable? | |
FBModel | LookAt |
Read Write Property: Look at model (interest point). | |
FBListMaterial | Materials |
List: Materials for model. | |
FBModelVertexData | ModelVertexData |
Read Only Property: ModelVertexData for the model. | |
FBModel | Parent |
Read Write Property: Parent model. | |
bool | Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'. | |
bool | PointCacheDeformable |
Read Write Property: Model point cache deformable. Not Savable | |
bool | PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable | |
FBVector3d | PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true) | |
FBVector3d | PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true) | |
bool | PrimaryVisibility |
Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off. | |
bool | QuaternionInterpolate |
Read Write Property: Use quaternion interpolation. | |
bool | ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows. | |
FBAnimatableVector3d | Rotation |
Read Write Property: Lcl rotation. | |
bool | RotationActive |
Read Write Property: Is model using Rotation Limits? | |
FBVector3d | RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true) | |
bool | RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X? | |
bool | RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y? | |
bool | RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z? | |
FBVector3d | RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true) | |
bool | RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X? | |
bool | RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y? | |
bool | RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z? | |
FBModelRotationOrder | RotationOrder |
Read Write Property: Rotation order. | |
bool | RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits? | |
FBAnimatableVector3d | Scaling |
Read Write Property: Lcl scaling. | |
FBScene | Scene |
Read Only Property: Scene containing the model. | |
FBListShader | Shaders |
List: Shaders for model. | |
FBModelShadingMode | ShadingMode |
Read Write Property: Shading mode for the model. | |
bool | Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'. | |
bool | SkeletonDeformable |
Read Write Property: Model skeleton deformable. Not Savable | |
bool | SoftSelected |
Read Write Property: Is model Soft selected? | |
FBListTexture | Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials). | |
bool | Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'. | |
FBAnimatableVector3d | Translation |
Read Write Property: Lcl translation. | |
FBColor | UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision. | |
FBModel | UpVector |
Read Write Property: UpVector model. | |
FBAnimatableBool | Visibility |
Read Write Property: Visibility of model. This can be overridden by the 'Show' property. | |
bool | VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants | |
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bool | Animatable |
Read Write Property: Is the box animatable. | |
bool | Live |
Read Write Property: Is live? | |
bool | RecordMode |
Read Write Property: Is recording? | |
str | UniqueName |
internal Unique name. | |
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FBListComponent | Components |
List: List of components. | |
str | LongName |
Read Write Property: Name and namespace for object. | |
str | Name |
Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py. | |
FBListComponent | Parents |
List: Parents. | |
FBManager | PropertyList |
Read Only Property: Manages all of the properties for the component. | |
bool | Selected |
Read Write Property: Selected property. | |
int | TypeInfo |
Contains the Type information of the object. | |
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str | ClassGroupName |
ClassGroupName of the object. | |
int | TypeInfo |
TypeInfo. | |
Root object class.
FBModelSkeleton | ( | str | pName | ) |
Constructor.
pName | Name of skeleton. |
GetSkinModelList | ( | FBModelList | pSkinModelList | ) |
Return the list of skin model associated with this Skeleton(Bone), which could be the deformable skins connected via cluster, or non deformable skins which are parented directly under this bone.
pSkinModelList | List to be appended with skin models (with no duplicated items). |
FBColor Color |
Read Write Property: Color of skeleton node.
float Length |
Read Write Property: Length of skeleton node. (Note: Only effective when the look is set to: Capsule)
bool LinkFollowGeometryOffset |
Read Write Property: Whether link to parent node must follow skeleton node or not, when skeleton node has a geometry offset.
FBSkeletonLook Look |
Read Write Property: Look of skeleton node.
bool PreserveLinkEndPosition |
Read Write Property: Whether skeleton node must preserve its links' end position to children nodes, when skeleton node has a geometry offset. (Note: Only effective when the look is set to: Bone, Box or Stick)
FBSkeletonResolutionLevel Resolution |
Read Write Property: Resolution of skeleton node. (Note: Only effective when the look is set to: Sphere, Capsule or Stick)
float Size |
Read Write Property: Size (not related to scaling).