Python Reference Guide
 
Loading...
Searching...
No Matches
FBAnimationNode Class Reference

See samples: CopyAnimation.py, ClearKeysOnSelectedModels.py, TraversingRelationConstraint.py, FCurveEditor.py. More...

#include <pyfbsdk_generated.h>

Inheritance diagram for FBAnimationNode:

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.
 
- 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

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.

 
- 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

Constructor & Destructor Documentation

◆ FBAnimationNode()

FBAnimationNode ( str  pName = None)

Constructor.

Parameters
pNameName of animation node (default is NULL).

Member Function Documentation

◆ ConvertGlobalToNodeTime()

FBTime ConvertGlobalToNodeTime ( FBTime  pKeyTime)

Convert global time to node time.

(NOTE: Only used in the context of a story clip)

Parameters
pKeyTimeTime of the key to convert.

◆ ConvertNodeToGlobalTime()

FBTime ConvertNodeToGlobalTime ( FBTime  pKeyTime)

Convert node time to global time.

(NOTE: Only used in the context of a story clip)

Parameters
pKeyTimeTime of the key to convert.

◆ GetAnimationToPlay()

FBAnimationNode GetAnimationToPlay ( )

Get animation node to play from.

Returns
Animation node to be played.

◆ GetAnimationToRecord()

FBAnimationNode GetAnimationToRecord ( )

Get animation node to record to.

Returns
Animation node to record to.

◆ GetDataDoubleArrayCount()

int GetDataDoubleArrayCount ( )

If the DataPtr is of numeric value type ... get the size of the array ex: Light Intensity:1, Translation 3.

Returns
Size of DataPtr array.

◆ GetSizeOfData()

int GetSizeOfData ( )

Get sizeof void Data Ptr.

◆ IsKey()

bool IsKey ( )

Verifies if there is a key at the current.

Returns
true if there is a key at the current time.

◆ KeyAdd() [1/2]

KeyAdd ( FBTime  pTime,
float  pData,
FBInterpolation  pInterpolation = kFBInterpolationCubic,
FBTangentMode  pTangentMode = kFBTangentModeAuto 
)

Add a key to the animation node.

Parameters
pTimeTime to add key at.
pDataValue of data to add at pTime.
pInterpolationInterpolation type of the inserted key, default value is Cubic interpolation.
pTangentModeTangent calculation method of the inserted key, default value is Auto (Smooth).

◆ KeyAdd() [2/2]

KeyAdd ( float  pData,
FBInterpolation  pInterpolation = kFBInterpolationCubic,
FBTangentMode  pTangentMode = kFBTangentModeAuto 
)

Add a key to the animation node at current time.

Parameters
pDataValue of data to add.
pInterpolationInterpolation type of the inserted key, default value is Cubic interpolation.
pTangentModeTangent calculation method of the inserted key, default value is Auto (Smooth).

◆ KeyCandidate()

KeyCandidate ( FBTime  pTime = FBTime::Infinity)

Keys the current candidate values if no time is specified, at current time.

Parameters
pTimeTime at which to insert the key.

◆ KeyRemove()

KeyRemove ( )

Remove key at current time.

◆ KeyRemoveAt()

KeyRemoveAt ( FBTime  pTime)

Remove key at the specified time.

Parameters
pTimeTime for the key

◆ ReadData() [1/3]

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.

No validation is done on the pointer size. You must provide a buffer that is at least GetSizerOfData() size.

Parameters
DataData to read from animation node.
Returns
true if successful.

◆ ReadData() [2/3]

bool ReadData ( float  Data,
FBEvaluateInfo  pEvaluateInfo,
bool  pConvertGlobalToLocal = False 
)

Read data from animation node.

Parameters
DataData to read from animation node.
pEvaluateInfoNode evaluation information (access to system and local time).
pConvertGlobalToLocalIf global transform data is read, convert it to local data.
Returns
true if successful.

◆ ReadData() [3/3]

bool ReadData ( float  Data,
FBTime  pTime,
bool  pConvertGlobalToLocal = False 
)

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 );

Parameters
DataData to read from animation node.
pTimeTime to read.
pConvertGlobalToLocalIf global transform data is read, convert it to local data.
Returns
true if successful.

◆ SetBufferType()

SetBufferType ( bool  pGlobal)

Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.

Parameters
pGlobalIs buffer local or global.

◆ SetCandidate()

bool SetCandidate ( float  Data,
bool  pCheckLocked = False 
)

Set the current candidate values for current time.

Parameters
pCheckLockedDecides whether to check the locked status.
Returns
true if successful.

◆ WriteData()

bool WriteData ( float  Data,
FBEvaluateInfo  pEvaluateInfo 
)

Write data to animation node.

Parameters
DataData to write to animation node.
pEvaluateInfoNode evaluation information (access to system and local time).
Returns
true if successful.

Member Data Documentation

◆ ConnectorType

Read Only Property: Animation node connector type.

◆ DefaultInterpolation

FBInterpolation DefaultInterpolation

Read Write Property: Default type of interpolation.

◆ FCurve

FBFCurve FCurve

Read Write Property: FCurve for animation. See sample: StartKeysAtCurrentTime.py.

◆ KeyCount

int KeyCount

Read Only Property: Number of keys.

◆ Label

str Label

Read Write Property: Label (UI Name).

◆ Live

bool Live

Read Write Property: Is animation live?

◆ Nodes

FBListAnimationNode Nodes

List: List of animation nodes.

◆ RecordMode

bool RecordMode

Read Write Property: Is the node in recording mode (device connectors)?

◆ UserName

str UserName

Read Only Property: Name of animation node.