Python Reference Guide
 
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FBActor Class Reference

FBActor is used to link motion data to a character. More...

#include <pyfbsdk_generated.h>

Inheritance diagram for FBActor:

Public Member Functions

 FBActor (str pName)
 Constructor.
 
 FBDelete ()
 Actual Actor destructor.
 
FBSkeletonState GetCurrentSkeletonState (bool pResetOrientation=False)
 Return the Current Skeleton State.
 
FBSkeletonState GetDefaultSkeletonState ()
 Return the Default Skeleton State.
 
 GetDefinitionRotationVector (FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector)
 Get Actor Rotation Definition.
 
 GetDefinitionScaleVector (FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector)
 Get Actor Scaling Definition.
 
 GetDefinitionTranslationVector (FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector)
 Get Actor Translation Definition.
 
 SetActorTranslation (FBVector3d pTranslationVector)
 Translate Actor, similar to moving the hips of the Actor in the UI.
 
 SetDefinitionRotationVector (FBSkeletonNodeId pSkeletonId, FBVector3d pRotationVector, bool pSymmetricUpdate=True)
 Set Actor Rotation Definition.
 
 SetDefinitionScaleVector (FBSkeletonNodeId pSkeletonId, FBVector3d pScaleVector, bool pSymmetricUpdate=True)
 Set Actor Scaling Definition.
 
 SetDefinitionTranslationVector (FBSkeletonNodeId pSkeletonId, FBVector3d pTranslationVector, bool pSymmetricUpdate=True)
 Set Actor Translation Definition.
 
bool Snap (FBRecalcMarkerSetOffset pRecalcOffset)
 Snap the marker set of the actor.
 
 UpdateValues (FBEvaluateInfo pEvalInfo)
 Update Internal Values to be corresponding to the Given Evaluate Information.
 
- Public Member Functions inherited from FBConstraint
 FBConstraint (str pName)
 Constructor.
 
FBAnimationNode AnimationNodeInCreate (kReference pUserId, FBModel pModel, str pAttribute)
 
FBAnimationNode AnimationNodeInCreate (kReference pUserId, FBProperty pProperty)
 Animation Node Creations (IN).
 
FBAnimationNode AnimationNodeOutCreate (kReference pUserId, FBModel pModel, str pAttribute)
 Animation Node Creations (IN/OUT).
 
FBConstraint Clone ()
 Clone the constraint.
 
bool DeformerBind (FBModel pModel)
 Bind/Unbind pModel to deformation constraint.
 
bool DeformerUnBind (FBModel pModel)
 
bool Disable (FBModel pModel)
 Disable constraint on pModel.
 
 FreezeSRT (FBModel pModel, bool pS, bool pR, bool pT)
 Freeze current model state.
 
 FreezeSuggested ()
 Suggest 'freeze'.
 
bool ReferenceAdd (int pGroupIndex, FBModel pModel)
 Add a reference to a specified group.
 
FBModel ReferenceGet (int pGroupIndex, int pItemIndex=0)
 Get a reference.
 
int ReferenceGetCount (int pGroupIndex)
 Get number of references in a specified group.
 
int ReferenceGroupAdd (str pGroupName, int pMaxItemCount)
 Add a group of references.
 
int ReferenceGroupGetCount ()
 Return the number of reference groups.
 
int ReferenceGroupGetMaxCount (int pGroupIndex)
 Get the maximum number of items that can exist in the reference group in question.
 
str ReferenceGroupGetName (int pGroupIndex)
 Get the name of the reference group.
 
bool ReferenceRemove (int pGroupIndex, FBModel pModel)
 Remove a reference to pModel from the group at pGroupIndex.
 
 RemoveAllAnimationNodes ()
 Remove animation nodes.
 
 RestoreModelState (FBModel pModel)
 Restore the saved model state onto pModel.
 
 SaveModelState (FBModel pModel, bool pS, bool pR, bool pT)
 Save current state of pModel.
 
 SetupAllAnimationNodes ()
 Setup animation nodes.
 
 SnapSuggested ()
 Suggest 'snap'.
 
- Public Member Functions inherited from FBBox
 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.
 
- Public Member Functions inherited from FBComponent
 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 BodyColor
 Read Write Property: The color of the body of the actor.

 
FBAnimatableVector3d ChestOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d ChestOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d ChestPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableDouble FKFingerMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges.

 
FBAnimatableDouble FKFingerTipMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges.

 
FBAnimatableDouble FKThumbTipMultiplier
 Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.

 
FBAnimatableVector3d HeadOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d HeadOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d HeadPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d HipsOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d HipsOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d HipsPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableBool HumanFingerLimits
 Read Write Property: Enables/Disables human finger limits during actor solve.

 
bool IKManip
 Read Write Property: Access to the IK Manip mode. This property is shared for all actors.

 
FBAnimatableVector3d LeftAnkleOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftAnkleOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftAnklePosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftCollarOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftCollarOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftCollarPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftElbowOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftElbowOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftElbowPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftFootOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftFootOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftFootPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableDouble LeftHandIndexIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandIndexMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandIndexPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandIndexRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandMiddleIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandMiddleMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandMiddlePinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandMiddleRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandPinkyIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandPinkyMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandPinkyPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandPinkyRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandRingIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandRingMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandRingPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble LeftHandRingRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableVector3d LeftHipOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftHipOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftHipPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftIndexAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftIndexAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftIndexBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftIndexBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftIndexCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftIndexCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftKneeOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftKneeOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftKneePosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftMiddleAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftMiddleAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftMiddleBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftMiddleBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftMiddleCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftMiddleCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftPinkyCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftRingCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftShoulderOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftShoulderOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftShoulderPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d LeftThumbAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftThumbAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftThumbBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftThumbBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftThumbCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftThumbCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftWristOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d LeftWristOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d LeftWristPosition
 Read Write Property: Body part pivot of the actor.

 
bool ManipulateOffsets
 Read Write Property: Flag to compute offsets while manipulating. If it is set to false, the manipulator is re-snapping as before. If it is set to true, offsets properties (T and R) are computed and candidated instead.

 
FBMarkerSet MarkerSet
 Read Write Property: Associated marker set.

 
float MarkerSetSize
 Read Write Property: The size of the markers of the actor.

 
FBAnimatableVector3d NeckOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d NeckOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d NeckPosition
 Read Write Property: Body part pivot of the actor.

 
FBMarkerSet OutputMarkerSet
 Read Write Property: Associated output marker set.

 
FBColor PivotColor
 Read Write Property: The color of the pivot points of the actor.

 
bool PivotPointsVisibility
 Read Write Property: Show or Hide the Pivot Points.

 
float PivotSize
 Read Write Property: The size of the pivot points of the actor.

 
FBAnimatableVector3d RightAnkleOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightAnkleOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightAnklePosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightCollarOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightCollarOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightCollarPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightElbowOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightElbowOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightElbowPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightFootOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightFootOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightFootPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableDouble RightHandIndexIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandIndexMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandIndexPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandIndexRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandMiddleIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandMiddleMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandMiddlePinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandMiddleRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandPinkyIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandPinkyMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandPinkyPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandPinkyRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandRingIndex
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandRingMiddle
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandRingPinky
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableDouble RightHandRingRing
 Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

 
FBAnimatableVector3d RightHipOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightHipOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightHipPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightIndexAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightIndexAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightIndexBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightIndexBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightIndexCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightIndexCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightKneeOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightKneeOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightKneePosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightMiddleAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightMiddleAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightMiddleBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightMiddleBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightMiddleCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightMiddleCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightPinkyCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightRingCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightShoulderOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightShoulderOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightShoulderPosition
 Read Write Property: Body part pivot of the actor.

 
FBAnimatableVector3d RightThumbAOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightThumbAOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightThumbBOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightThumbBOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightThumbCOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightThumbCOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBAnimatableVector3d RightWristOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d RightWristOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d RightWristPosition
 Read Write Property: Body part pivot of the actor.

 
FBColor SkeletonColor
 Read Write Property: The color of the skeleton of the actor.

 
bool SkeletonVisibility
 Read Write Property: Show or Hide the Skeleton.

 
bool SymmetryEditRotation
 Read Write Property: Symmetry Edit (Rotation) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

 
bool SymmetryEditScaling
 Read Write Property: Symmetry Edit (Scaling) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

 
bool SymmetryEditTranslation
 Read Write Property: Symmetry Edit (Translation) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

 
bool Visibility
 Read Write Property: Show or Hide the Actor Body.

 
FBAnimatableVector3d WaistOffsetR
 Read Write Property: Local rotation offset that is applied after the actor solve

 
FBAnimatableVector3d WaistOffsetT
 Read Write Property: Local translation offset that is applied after the actor solve

 
FBVector3d WaistPosition
 Read Write Property: Body part pivot of the actor.

 
- Public Attributes inherited from FBConstraint
bool Active
 Read Write Property: Active state.

 
bool Deformer
 Read Write Property: Is a deformer constraint?

 
str Description
 Read Write Property: Long description of constraint.

 
bool HasLayout
 Read Write Property: Does the constraint have a layout?

 
bool Lock
 Read Write Property: Lock state.

 
FBAction Snap
 Function Property: Snap constraint.

 
FBAnimatableDouble Weight
 Read Write Property: Weight of constraint.

 
- Public Attributes inherited from FBBox
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.

 
- Public Attributes inherited from FBComponent
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.

 
- Public Attributes inherited from FBPlug
str ClassGroupName
 ClassGroupName of the object.

 
int TypeInfo
 TypeInfo.

 

Detailed Description

FBActor is used to link motion data to a character.


In MotionBuilder, an actor is a model used to link captured motion data to a character. Use functions in FBActor to set the body color, skeleton color, pivot color, marker size, pivot size, pivot information, etc. on an actor.These classes are under development and may change dramatically between versions.To obtain the list of actors present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of actors in the property Actors.

FBSystem lSystem;
FBScene* lScene = lSystem.Scene;
for( int lIdx = 0; lIdx < lScene->Actors.GetCount(); ++lIdx )
{
FBTrace( "Actor[%d]: '%s'\n", lIdx, (char*)lScene->Actors[lIdx] );
}
Access to the MotionBuilder scene.
Definition: pyfbsdk_generated.h:16640
FBListActor Actors
List: Actors in scene.
Definition: pyfbsdk_generated.h:16837
Provides access to the underlying system, and the MotionBuilder scene.
Definition: pyfbsdk_generated.h:18771
FBScene Scene
Read Only Property: Scene.
Definition: pyfbsdk_generated.h:18884
FBTrace(str pFormatString,... p1)
This function prints useful debugging strings in the console with kFBNORMAL_TRACE output detailed lev...

The current actor selected in the Character tool can be obtained via the FBApplication object.

FBApplication lApplication;
FBActor* lActor = lApplication.CurrentActor;
if( lActor )
{
FBTrace( "Current actor is: '%s'\n", (char*)lActor->Name );
}
else
{
FBTrace( "No actor currently selected\n" );
}
FBActor is used to link motion data to a character.
Definition: pyfbsdk_generated.h:56
FBApplication is used mainly to manage files.
Definition: pyfbsdk_generated.h:801
FBActor CurrentActor
Read Write Property: Indicate the current actor, as used by the character tool. Can be NULL....
Definition: pyfbsdk_generated.h:1119
str Name
Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements....
Definition: pyfbsdk_generated.h:4711

Constructor & Destructor Documentation

◆ FBActor()

FBActor ( str  pName)

Constructor.

Parameters
pNameName of new actor.

Member Function Documentation

◆ FBDelete()

FBDelete ( )

Actual Actor destructor.

This method is used to delete the actual actor object represented by an instance of FBActor.

See sample: DeleteHierarchy.py.

◆ GetCurrentSkeletonState()

FBSkeletonState GetCurrentSkeletonState ( bool  pResetOrientation = False)

Return the Current Skeleton State.

Parameters
pResetOrientationWhen set to true, all rotations in the state will be reset to characterization values.
Returns
Current Skeleton State
Note
Usage of this function can be found in script sample /bin/config/Scripts/Samples/Character/CharacterMarkerSetFromActor.py

◆ GetDefaultSkeletonState()

FBSkeletonState GetDefaultSkeletonState ( )

Return the Default Skeleton State.

Returns
Default Skeleton State

◆ GetDefinitionRotationVector()

GetDefinitionRotationVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pRotationVector 
)

Get Actor Rotation Definition.

Only effective when IKManip property is set to false.

Parameters
pSkeletonIdSkeleton Node Id
pRotationVectorActor Rotation Definition for the given ID

◆ GetDefinitionScaleVector()

GetDefinitionScaleVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pScaleVector 
)

Get Actor Scaling Definition.

Parameters
pSkeletonIdSkeleton Node Id
pScaleVectorActor Scaling Definition for the given ID

◆ GetDefinitionTranslationVector()

GetDefinitionTranslationVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pTranslationVector 
)

Get Actor Translation Definition.

Only effective when IKManip property is set to false.

Parameters
pSkeletonIdSkeleton Node Id
pTranslationVectorActor Translation Definition for the given ID

◆ SetActorTranslation()

SetActorTranslation ( FBVector3d  pTranslationVector)

Translate Actor, similar to moving the hips of the Actor in the UI.

Only effective when IKManip property is set to false.

Parameters
pTranslationVectorWill move the entire Actor to pTranslationVector coordinate

◆ SetDefinitionRotationVector()

SetDefinitionRotationVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pRotationVector,
bool  pSymmetricUpdate = True 
)

Set Actor Rotation Definition.

Only effective when IKManip property is set to false.

Parameters
pSkeletonIdSkeleton Node Id
pRotationVectorActor Rotation value for the given ID
pSymmetricUpdateUpdate right and left part at the same time

◆ SetDefinitionScaleVector()

SetDefinitionScaleVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pScaleVector,
bool  pSymmetricUpdate = True 
)

Set Actor Scaling Definition.

Parameters
pSkeletonIdSkeleton Node Id
pScaleVectorActor Scaling value for the given ID
pSymmetricUpdateUpdate right and left part at the same time

◆ SetDefinitionTranslationVector()

SetDefinitionTranslationVector ( FBSkeletonNodeId  pSkeletonId,
FBVector3d  pTranslationVector,
bool  pSymmetricUpdate = True 
)

Set Actor Translation Definition.

Only effective when IKManip property is set to false.

Parameters
pSkeletonIdSkeleton Node Id
pTranslationVectorActor Translation value for the given ID
pSymmetricUpdateUpdate right and left part at the same time

◆ Snap()

bool Snap ( FBRecalcMarkerSetOffset  pRecalcOffset)

Snap the marker set of the actor.

Returns
True if the operation completed successfully.

◆ UpdateValues()

UpdateValues ( FBEvaluateInfo  pEvalInfo)

Update Internal Values to be corresponding to the Given Evaluate Information.

Parameters
pEvalInfoEvaluate Info of the Values

Member Data Documentation

◆ BodyColor

FBColor BodyColor

Read Write Property: The color of the body of the actor.

◆ ChestOffsetR

FBAnimatableVector3d ChestOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ ChestOffsetT

FBAnimatableVector3d ChestOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ ChestPosition

FBVector3d ChestPosition

Read Write Property: Body part pivot of the actor.

◆ FKFingerMultiplier

FBAnimatableDouble FKFingerMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges.

◆ FKFingerTipMultiplier

FBAnimatableDouble FKFingerTipMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges.

◆ FKThumbTipMultiplier

FBAnimatableDouble FKThumbTipMultiplier

Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.

◆ HeadOffsetR

FBAnimatableVector3d HeadOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ HeadOffsetT

FBAnimatableVector3d HeadOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ HeadPosition

FBVector3d HeadPosition

Read Write Property: Body part pivot of the actor.

◆ HipsOffsetR

FBAnimatableVector3d HipsOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ HipsOffsetT

FBAnimatableVector3d HipsOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ HipsPosition

FBVector3d HipsPosition

Read Write Property: Body part pivot of the actor.

◆ HumanFingerLimits

FBAnimatableBool HumanFingerLimits

Read Write Property: Enables/Disables human finger limits during actor solve.

◆ IKManip

bool IKManip

Read Write Property: Access to the IK Manip mode. This property is shared for all actors.

◆ LeftAnkleOffsetR

FBAnimatableVector3d LeftAnkleOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftAnkleOffsetT

FBAnimatableVector3d LeftAnkleOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftAnklePosition

FBVector3d LeftAnklePosition

Read Write Property: Body part pivot of the actor.

◆ LeftCollarOffsetR

FBAnimatableVector3d LeftCollarOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftCollarOffsetT

FBAnimatableVector3d LeftCollarOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftCollarPosition

FBVector3d LeftCollarPosition

Read Write Property: Body part pivot of the actor.

◆ LeftElbowOffsetR

FBAnimatableVector3d LeftElbowOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftElbowOffsetT

FBAnimatableVector3d LeftElbowOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftElbowPosition

FBVector3d LeftElbowPosition

Read Write Property: Body part pivot of the actor.

◆ LeftFootOffsetR

FBAnimatableVector3d LeftFootOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftFootOffsetT

FBAnimatableVector3d LeftFootOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftFootPosition

FBVector3d LeftFootPosition

Read Write Property: Body part pivot of the actor.

◆ LeftHandIndexIndex

FBAnimatableDouble LeftHandIndexIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandIndexMiddle

FBAnimatableDouble LeftHandIndexMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandIndexPinky

FBAnimatableDouble LeftHandIndexPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandIndexRing

FBAnimatableDouble LeftHandIndexRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandMiddleIndex

FBAnimatableDouble LeftHandMiddleIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandMiddleMiddle

FBAnimatableDouble LeftHandMiddleMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandMiddlePinky

FBAnimatableDouble LeftHandMiddlePinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandMiddleRing

FBAnimatableDouble LeftHandMiddleRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandPinkyIndex

FBAnimatableDouble LeftHandPinkyIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandPinkyMiddle

FBAnimatableDouble LeftHandPinkyMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandPinkyPinky

FBAnimatableDouble LeftHandPinkyPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandPinkyRing

FBAnimatableDouble LeftHandPinkyRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandRingIndex

FBAnimatableDouble LeftHandRingIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandRingMiddle

FBAnimatableDouble LeftHandRingMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandRingPinky

FBAnimatableDouble LeftHandRingPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHandRingRing

FBAnimatableDouble LeftHandRingRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ LeftHipOffsetR

FBAnimatableVector3d LeftHipOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftHipOffsetT

FBAnimatableVector3d LeftHipOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftHipPosition

FBVector3d LeftHipPosition

Read Write Property: Body part pivot of the actor.

◆ LeftIndexAOffsetR

FBAnimatableVector3d LeftIndexAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftIndexAOffsetT

FBAnimatableVector3d LeftIndexAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftIndexBOffsetR

FBAnimatableVector3d LeftIndexBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftIndexBOffsetT

FBAnimatableVector3d LeftIndexBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftIndexCOffsetR

FBAnimatableVector3d LeftIndexCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftIndexCOffsetT

FBAnimatableVector3d LeftIndexCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftKneeOffsetR

FBAnimatableVector3d LeftKneeOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftKneeOffsetT

FBAnimatableVector3d LeftKneeOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftKneePosition

FBVector3d LeftKneePosition

Read Write Property: Body part pivot of the actor.

◆ LeftMiddleAOffsetR

FBAnimatableVector3d LeftMiddleAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftMiddleAOffsetT

FBAnimatableVector3d LeftMiddleAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftMiddleBOffsetR

FBAnimatableVector3d LeftMiddleBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftMiddleBOffsetT

FBAnimatableVector3d LeftMiddleBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftMiddleCOffsetR

FBAnimatableVector3d LeftMiddleCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftMiddleCOffsetT

FBAnimatableVector3d LeftMiddleCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftPinkyAOffsetR

FBAnimatableVector3d LeftPinkyAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftPinkyAOffsetT

FBAnimatableVector3d LeftPinkyAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftPinkyBOffsetR

FBAnimatableVector3d LeftPinkyBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftPinkyBOffsetT

FBAnimatableVector3d LeftPinkyBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftPinkyCOffsetR

FBAnimatableVector3d LeftPinkyCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftPinkyCOffsetT

FBAnimatableVector3d LeftPinkyCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftRingAOffsetR

FBAnimatableVector3d LeftRingAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftRingAOffsetT

FBAnimatableVector3d LeftRingAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftRingBOffsetR

FBAnimatableVector3d LeftRingBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftRingBOffsetT

FBAnimatableVector3d LeftRingBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftRingCOffsetR

FBAnimatableVector3d LeftRingCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftRingCOffsetT

FBAnimatableVector3d LeftRingCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftShoulderOffsetR

FBAnimatableVector3d LeftShoulderOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftShoulderOffsetT

FBAnimatableVector3d LeftShoulderOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftShoulderPosition

FBVector3d LeftShoulderPosition

Read Write Property: Body part pivot of the actor.

◆ LeftThumbAOffsetR

FBAnimatableVector3d LeftThumbAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftThumbAOffsetT

FBAnimatableVector3d LeftThumbAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftThumbBOffsetR

FBAnimatableVector3d LeftThumbBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftThumbBOffsetT

FBAnimatableVector3d LeftThumbBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftThumbCOffsetR

FBAnimatableVector3d LeftThumbCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftThumbCOffsetT

FBAnimatableVector3d LeftThumbCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftWristOffsetR

FBAnimatableVector3d LeftWristOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ LeftWristOffsetT

FBAnimatableVector3d LeftWristOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ LeftWristPosition

FBVector3d LeftWristPosition

Read Write Property: Body part pivot of the actor.

◆ ManipulateOffsets

bool ManipulateOffsets

Read Write Property: Flag to compute offsets while manipulating. If it is set to false, the manipulator is re-snapping as before. If it is set to true, offsets properties (T and R) are computed and candidated instead.

◆ MarkerSet

FBMarkerSet MarkerSet

Read Write Property: Associated marker set.

◆ MarkerSetSize

float MarkerSetSize

Read Write Property: The size of the markers of the actor.

◆ NeckOffsetR

FBAnimatableVector3d NeckOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ NeckOffsetT

FBAnimatableVector3d NeckOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ NeckPosition

FBVector3d NeckPosition

Read Write Property: Body part pivot of the actor.

◆ OutputMarkerSet

FBMarkerSet OutputMarkerSet

Read Write Property: Associated output marker set.

◆ PivotColor

FBColor PivotColor

Read Write Property: The color of the pivot points of the actor.

◆ PivotPointsVisibility

bool PivotPointsVisibility

Read Write Property: Show or Hide the Pivot Points.

◆ PivotSize

float PivotSize

Read Write Property: The size of the pivot points of the actor.

◆ RightAnkleOffsetR

FBAnimatableVector3d RightAnkleOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightAnkleOffsetT

FBAnimatableVector3d RightAnkleOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightAnklePosition

FBVector3d RightAnklePosition

Read Write Property: Body part pivot of the actor.

◆ RightCollarOffsetR

FBAnimatableVector3d RightCollarOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightCollarOffsetT

FBAnimatableVector3d RightCollarOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightCollarPosition

FBVector3d RightCollarPosition

Read Write Property: Body part pivot of the actor.

◆ RightElbowOffsetR

FBAnimatableVector3d RightElbowOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightElbowOffsetT

FBAnimatableVector3d RightElbowOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightElbowPosition

FBVector3d RightElbowPosition

Read Write Property: Body part pivot of the actor.

◆ RightFootOffsetR

FBAnimatableVector3d RightFootOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightFootOffsetT

FBAnimatableVector3d RightFootOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightFootPosition

FBVector3d RightFootPosition

Read Write Property: Body part pivot of the actor.

◆ RightHandIndexIndex

FBAnimatableDouble RightHandIndexIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandIndexMiddle

FBAnimatableDouble RightHandIndexMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandIndexPinky

FBAnimatableDouble RightHandIndexPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandIndexRing

FBAnimatableDouble RightHandIndexRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandMiddleIndex

FBAnimatableDouble RightHandMiddleIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandMiddleMiddle

FBAnimatableDouble RightHandMiddleMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandMiddlePinky

FBAnimatableDouble RightHandMiddlePinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandMiddleRing

FBAnimatableDouble RightHandMiddleRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandPinkyIndex

FBAnimatableDouble RightHandPinkyIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandPinkyMiddle

FBAnimatableDouble RightHandPinkyMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandPinkyPinky

FBAnimatableDouble RightHandPinkyPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandPinkyRing

FBAnimatableDouble RightHandPinkyRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandRingIndex

FBAnimatableDouble RightHandRingIndex

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandRingMiddle

FBAnimatableDouble RightHandRingMiddle

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandRingPinky

FBAnimatableDouble RightHandRingPinky

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHandRingRing

FBAnimatableDouble RightHandRingRing

Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.

◆ RightHipOffsetR

FBAnimatableVector3d RightHipOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightHipOffsetT

FBAnimatableVector3d RightHipOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightHipPosition

FBVector3d RightHipPosition

Read Write Property: Body part pivot of the actor.

◆ RightIndexAOffsetR

FBAnimatableVector3d RightIndexAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightIndexAOffsetT

FBAnimatableVector3d RightIndexAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightIndexBOffsetR

FBAnimatableVector3d RightIndexBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightIndexBOffsetT

FBAnimatableVector3d RightIndexBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightIndexCOffsetR

FBAnimatableVector3d RightIndexCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightIndexCOffsetT

FBAnimatableVector3d RightIndexCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightKneeOffsetR

FBAnimatableVector3d RightKneeOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightKneeOffsetT

FBAnimatableVector3d RightKneeOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightKneePosition

FBVector3d RightKneePosition

Read Write Property: Body part pivot of the actor.

◆ RightMiddleAOffsetR

FBAnimatableVector3d RightMiddleAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightMiddleAOffsetT

FBAnimatableVector3d RightMiddleAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightMiddleBOffsetR

FBAnimatableVector3d RightMiddleBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightMiddleBOffsetT

FBAnimatableVector3d RightMiddleBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightMiddleCOffsetR

FBAnimatableVector3d RightMiddleCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightMiddleCOffsetT

FBAnimatableVector3d RightMiddleCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightPinkyAOffsetR

FBAnimatableVector3d RightPinkyAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightPinkyAOffsetT

FBAnimatableVector3d RightPinkyAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightPinkyBOffsetR

FBAnimatableVector3d RightPinkyBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightPinkyBOffsetT

FBAnimatableVector3d RightPinkyBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightPinkyCOffsetR

FBAnimatableVector3d RightPinkyCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightPinkyCOffsetT

FBAnimatableVector3d RightPinkyCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightRingAOffsetR

FBAnimatableVector3d RightRingAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightRingAOffsetT

FBAnimatableVector3d RightRingAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightRingBOffsetR

FBAnimatableVector3d RightRingBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightRingBOffsetT

FBAnimatableVector3d RightRingBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightRingCOffsetR

FBAnimatableVector3d RightRingCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightRingCOffsetT

FBAnimatableVector3d RightRingCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightShoulderOffsetR

FBAnimatableVector3d RightShoulderOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightShoulderOffsetT

FBAnimatableVector3d RightShoulderOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightShoulderPosition

FBVector3d RightShoulderPosition

Read Write Property: Body part pivot of the actor.

◆ RightThumbAOffsetR

FBAnimatableVector3d RightThumbAOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightThumbAOffsetT

FBAnimatableVector3d RightThumbAOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightThumbBOffsetR

FBAnimatableVector3d RightThumbBOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightThumbBOffsetT

FBAnimatableVector3d RightThumbBOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightThumbCOffsetR

FBAnimatableVector3d RightThumbCOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightThumbCOffsetT

FBAnimatableVector3d RightThumbCOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightWristOffsetR

FBAnimatableVector3d RightWristOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ RightWristOffsetT

FBAnimatableVector3d RightWristOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ RightWristPosition

FBVector3d RightWristPosition

Read Write Property: Body part pivot of the actor.

◆ SkeletonColor

FBColor SkeletonColor

Read Write Property: The color of the skeleton of the actor.

◆ SkeletonVisibility

bool SkeletonVisibility

Read Write Property: Show or Hide the Skeleton.

◆ SymmetryEditRotation

bool SymmetryEditRotation

Read Write Property: Symmetry Edit (Rotation) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

◆ SymmetryEditScaling

bool SymmetryEditScaling

Read Write Property: Symmetry Edit (Scaling) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

◆ SymmetryEditTranslation

bool SymmetryEditTranslation

Read Write Property: Symmetry Edit (Translation) mode state. Only effective when IKManip property is set to false. This property is shared for all actors.

◆ Visibility

bool Visibility

Read Write Property: Show or Hide the Actor Body.

◆ WaistOffsetR

FBAnimatableVector3d WaistOffsetR

Read Write Property: Local rotation offset that is applied after the actor solve

◆ WaistOffsetT

FBAnimatableVector3d WaistOffsetT

Read Write Property: Local translation offset that is applied after the actor solve

◆ WaistPosition

FBVector3d WaistPosition

Read Write Property: Body part pivot of the actor.