See samples: CopyAnimation.py, ClearKeysOnSelectedModels.py, TraversingRelationConstraint.py, FCurveEditor.py. More...
#include <pyfbsdk_generated.h>
Public Member Functions | |
FBAnimationNode (str pName=None) | |
Constructor. | |
FBTime | ConvertGlobalToNodeTime (FBTime pKeyTime) |
Convert global time to node time. | |
FBTime | ConvertNodeToGlobalTime (FBTime pKeyTime) |
Convert node time to global time. | |
FBAnimationNode | GetAnimationToPlay () |
Get animation node to play from. | |
FBAnimationNode | GetAnimationToRecord () |
Get animation node to record to. | |
int | GetDataDoubleArrayCount () |
If the DataPtr is of numeric value type ... get the size of the array ex: Light Intensity:1, Translation 3. | |
int | GetSizeOfData () |
Get sizeof void Data Ptr. | |
bool | IsKey () |
Verifies if there is a key at the current. | |
KeyAdd (FBTime pTime, float pData, FBInterpolation pInterpolation=kFBInterpolationCubic, FBTangentMode pTangentMode=kFBTangentModeAuto) | |
Add a key to the animation node. | |
KeyAdd (float pData, FBInterpolation pInterpolation=kFBInterpolationCubic, FBTangentMode pTangentMode=kFBTangentModeAuto) | |
Add a key to the animation node at current time. | |
KeyCandidate (FBTime pTime=FBTime::Infinity) | |
Keys the current candidate values if no time is specified, at current time. | |
KeyRemove () | |
Remove key at current time. | |
KeyRemoveAt (FBTime pTime) | |
Remove key at the specified time. | |
bool | ReadData (float Data, FBEvaluateInfo pEvaluateInfo, bool pConvertGlobalToLocal=False) |
Read data from animation node. | |
bool | ReadData (float Data, FBTime pTime, bool pConvertGlobalToLocal=False) |
Read data from animation node. | |
bool | ReadData (float Data) |
Read the last data evaluated for this animation node ... this call doesn't generate a pull on the connection attached to this AnimationNode. | |
SetBufferType (bool pGlobal) | |
Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE. | |
bool | SetCandidate (float Data, bool pCheckLocked=False) |
Set the current candidate values for current time. | |
bool | WriteData (float Data, FBEvaluateInfo pEvaluateInfo) |
Write data to animation node. | |
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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 | |
FBAnimationNodeConnectorType | ConnectorType |
Read Only Property: Animation node connector type. | |
FBInterpolation | DefaultInterpolation |
Read Write Property: Default type of interpolation. | |
FBFCurve | FCurve |
Read Write Property: FCurve for animation. See sample: StartKeysAtCurrentTime.py. | |
int | KeyCount |
Read Only Property: Number of keys. | |
str | Label |
Read Write Property: Label (UI Name). | |
bool | Live |
Read Write Property: Is animation live? | |
FBListAnimationNode | Nodes |
List: List of animation nodes. | |
bool | RecordMode |
Read Write Property: Is the node in recording mode (device connectors)? | |
str | UserName |
Read Only Property: Name of animation node. | |
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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. | |
See samples: CopyAnimation.py, ClearKeysOnSelectedModels.py, TraversingRelationConstraint.py, FCurveEditor.py.
FBAnimationNode | ( | str | pName = None | ) |
Constructor.
pName | Name of animation node (default is NULL). |
Convert global time to node time.
(NOTE: Only used in the context of a story clip)
pKeyTime | Time of the key to convert. |
Convert node time to global time.
(NOTE: Only used in the context of a story clip)
pKeyTime | Time of the key to convert. |
FBAnimationNode GetAnimationToPlay | ( | ) |
Get animation node to play from.
FBAnimationNode GetAnimationToRecord | ( | ) |
Get animation node to record to.
int GetDataDoubleArrayCount | ( | ) |
If the DataPtr is of numeric value type ... get the size of the array ex: Light Intensity:1, Translation 3.
int GetSizeOfData | ( | ) |
Get sizeof void Data Ptr.
bool IsKey | ( | ) |
Verifies if there is a key at the current.
KeyAdd | ( | FBTime | pTime, |
float | pData, | ||
FBInterpolation | pInterpolation = kFBInterpolationCubic , |
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FBTangentMode | pTangentMode = kFBTangentModeAuto |
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) |
Add a key to the animation node.
pTime | Time to add key at. |
pData | Value of data to add at pTime. |
pInterpolation | Interpolation type of the inserted key, default value is Cubic interpolation. |
pTangentMode | Tangent calculation method of the inserted key, default value is Auto (Smooth). |
KeyAdd | ( | float | pData, |
FBInterpolation | pInterpolation = kFBInterpolationCubic , |
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FBTangentMode | pTangentMode = kFBTangentModeAuto |
||
) |
Add a key to the animation node at current time.
pData | Value of data to add. |
pInterpolation | Interpolation type of the inserted key, default value is Cubic interpolation. |
pTangentMode | Tangent calculation method of the inserted key, default value is Auto (Smooth). |
KeyCandidate | ( | FBTime | pTime = FBTime::Infinity | ) |
Keys the current candidate values if no time is specified, at current time.
pTime | Time at which to insert the key. |
KeyRemove | ( | ) |
Remove key at current time.
KeyRemoveAt | ( | FBTime | pTime | ) |
Remove key at the specified time.
pTime | Time for the key |
Read the last data evaluated for this animation node ... this call doesn't generate a pull on the connection attached to this AnimationNode.
No validation is done on the pointer size. You must provide a buffer that is at least GetSizerOfData() size.
Data | Data to read from animation node. |
bool ReadData | ( | float | Data, |
FBEvaluateInfo | pEvaluateInfo, | ||
bool | pConvertGlobalToLocal = False |
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) |
Read data from animation node.
Data | Data to read from animation node. |
pEvaluateInfo | Node evaluation information (access to system and local time). |
pConvertGlobalToLocal | If global transform data is read, convert it to local data. |
Read data from animation node.
This will launch a new evaluation buffer to read the data and therefore this call is only safe if it is executed from the main thread, e.g. within a tool. In all other cases, you should use ReadData( double Data, FBEvaluateInfo pEvalInfo );
Data | Data to read from animation node. |
pTime | Time to read. |
pConvertGlobalToLocal | If global transform data is read, convert it to local data. |
SetBufferType | ( | bool | pGlobal | ) |
Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.
pGlobal | Is buffer local or global. |
Set the current candidate values for current time.
pCheckLocked | Decides whether to check the locked status. |
bool WriteData | ( | float | Data, |
FBEvaluateInfo | pEvaluateInfo | ||
) |
Write data to animation node.
Data | Data to write to animation node. |
pEvaluateInfo | Node evaluation information (access to system and local time). |
FBAnimationNodeConnectorType ConnectorType |
Read Only Property: Animation node connector type.
FBInterpolation DefaultInterpolation |
Read Write Property: Default type of interpolation.
FBFCurve FCurve |
Read Write Property: FCurve for animation. See sample: StartKeysAtCurrentTime.py.
int KeyCount |
Read Only Property: Number of keys.
str Label |
Read Write Property: Label (UI Name).
bool Live |
Read Write Property: Is animation live?
FBListAnimationNode Nodes |
List: List of animation nodes.
bool RecordMode |
Read Write Property: Is the node in recording mode (device connectors)?
str UserName |
Read Only Property: Name of animation node.