Python Reference Guide
 
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FBFbxOptions Class Reference

Customize file loading and saving. More...

#include <pyfbsdk_generated.h>

Inheritance diagram for FBFbxOptions:

Public Member Functions

 FBFbxOptions (bool pLoad, str pFilePathToLoad=None)
 Constructor.
 
FBStringList GetMultiLoadNamespaceList ()
 Returns the list of namespaces that will be used when merging multiple scenes (see FBApplication::FileMerge).
 
int GetTakeCount ()
 Return the count of takes in the scene to saved or the file to loaded.
 
str GetTakeDescription (int pTakeIndex)
 Take Description.
 
str GetTakeDestinationName (int pTakeIndex)
 Take Destination Name upon save or load.
 
FBTimeSpan GetTakeKeyRange (int pTakeIndex)
 Get take key range.
 
str GetTakeName (int pTakeIndex)
 Take Original Name.
 
bool GetTakeSelect (int pTakeIndex)
 Return if true if the take will be saved or Loaded.
 
 SaveToString (str pString, FBOptionsContext context)
 Serialize all options to a string Serialize all options to a string specifying a context.
 
 SetAll (FBElementAction pElementAction, bool pAnimation)
 Set All Options.
 
 SetFromString (str pString, FBOptionsContext context)
 Set all options from string Set all parameters from a formatted string (previously serialized with SaveToString)
 
 SetMultiLoadNamespaceList (FBStringList pMultiLoadNamespaceList)
 Sets the list of namespaces that will be used when merging multiple scenes (see FBApplication::FileMerge).
 
 SetObjectsToSave (FBArrayTemplate< FBComponent > pObjectsToSave)
 Sets the list of objects that will be saved.
 
 SetTakeDescription (int pTakeIndex, str pDescription)
 Take Description.
 
 SetTakeDestinationName (int pTakeIndex, str pDestinationName)
 Take Destination Name upon save or load.
 
 SetTakeKeyRange (int pTakeIndex, FBTimeSpan pKeyTimeSpan)
 Set take key range.
 
 SetTakeName (int pTakeIndex, str pName)
 Take Original Name.
 
 SetTakeSelect (int pTakeIndex, bool pSelect)
 Return if true if the take will be saved or Loaded.
 
- 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

FBElementAction ActorFaces
 Read Write Property: Handling of the Actor Faces elements.

 
bool ActorFacesAnimation
 Read Write Property: Handling of the Actor Faces animation.

 
FBElementAction Actors
 Read Write Property: Handling of the Actors elements.

 
FBElementAction Audio
 Read Write Property: Handling of the Audio elements.

 
bool BaseCameras
 Read Write Property: Consider base camera settings.

 
FBElementAction Bones
 Read Write Property: Handling of the Bones elements.

 
bool BonesAnimation
 Read Write Property: Handling of the Bones animation.

 
int CacheSize
 Read Write Property: The Cached buffer size used to accelerate IO system.

 
bool CameraSwitcherSettings
 Read Write Property: Consider camera switcher settings.

 
FBElementAction Cameras
 Read Write Property: Handling of the Cameras elements.

 
bool CamerasAnimation
 Read Write Property: Handling of the Cameras animation.

 
FBElementAction CharacterExtensions
 Read Write Property: Handling of the Character Extensions.

 
FBElementAction CharacterFaces
 Read Write Property: Handling of the Character Faces elements.

 
bool CharacterFacesAnimation
 Read Write Property: Handling of the Character Faces animation.

 
FBElementAction Characters
 Read Write Property: Handling of the Characters elements.

 
bool CharactersAnimation
 Read Write Property: Handling of the Characters animation.

 
bool ClearSelectionBeforeSave
 Read Write Property: Set to true if the current selected objects shouldn't saved when call FBApplication::SaveCharacterRigAndAnimation.

 
bool ConsiderMuteSolo
 Read Write property: Consider the mute/solo settings to identify identical layer when merging.

 
FBElementAction Constraints
 Read Write Property: Handling of the Constraints elements.

 
bool ConstraintsAnimation
 Read Write Property: Handling of the Constraints animation.

 
bool CopyCharacterExtensions
 Read Write Property: pCopyMissingExtensions Set to true if the character extensions on the rig in the file should be copied to the target rig.

 
bool CurrentCameraSettings
 Read Write Property: Consider current camera settings.

 
FBElementAction Devices
 Read Write Property: Handling of the Devices elements.

 
bool DevicesAnimation
 Read Write Property: Handling of the Devices animation.

 
bool EmbedMedia
 Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.

 
FBFileFormatAndVersion FileFormatAndVersion
 Read Write Property: File format and version chosen to save the scene.

 
bool FileReference
 Read Write property: Load/Save scene as FileReference.

 
bool FileReferenceEdit
 Read Write Property: Load/Save the edits made to referenced objects or not.

 
FBElementAction FileReferences
 Read Write Property: Handling of the FileReferences elements.

 
bool GlobalLightingSettings
 Read Write Property: Consider global Lighting settings.

 
FBElementAction Groups
 Read Write Property: Handling of the Groups elements.

 
bool IgnoreConflicts
 Read Write Property: Set to true to ignore conflicts between objects in character extensions and objects in the scene. Conflicting objects will be merged in the extension

 
bool KeepTransformHierarchy
 Read Write Property: Indicate whether we keep transform hierarchy when SaveSelectedModelsOnly is true. Default value is false to ensure consistent behavior with SaveSelected operation via file menu.

 
FBElementAction KeyingGroups
 Read Write Property: Handling of the Keying Groups elements.

 
FBElementAction Lights
 Read Write Property: Handling of the Lights elements.

 
bool LightsAnimation
 Read Write Property: Handling of the Lights animation.

 
FBElementAction Materials
 Read Write Property: Handling of the Materials elements.

 
bool MaterialsAnimation
 Read Write Property: Handling of the Materials animation.

 
FBElementAction Models
 Read Write Property: Handling of the Models elements.

 
bool ModelsAnimation
 Read Write Property: Handling of the Models animation.

 
str NamespaceList
 Read Write Property: A list of namespaces separated by '~'. On Load, duplicate the loaded objects into each namespace in the list. If the SetMultiLoadNamespaceList method is also called, this property is ignored.

 
FBElementAction Notes
 Read Write Property: Handling of the Notes elements.

 
bool NotesAnimation
 Read Write Property: Handling of the Notes animation.

 
FBElementAction OpticalData
 Read Write Property: Handling of the Optical Data elements.

 
FBElementAction PhysicalProperties
 Read Write Property: Handling of the Physical Properties elements.

 
bool PhysicalPropertiesAnimation
 Read Write Property: Handling of the Physical Properties animation.

 
FBElementAction Poses
 Read Write Property: Handling of the Poses elements.

 
bool ProcessAnimationOnExtension
 Read Write Property: Set to true if animation on character extensions should also be transferred.

 
bool RemoveConstraintReference
 Read Write Property: Set to true if we should remove constraint reference.

 
bool RemoveEmptyLayer
 Read Write property: Remove empty animation layers that are in additive mode, without child or parent.

 
bool ReplaceControlSet
 Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

 
bool ResetDOF
 Read Write Property: Set to true if we should change the limits on the target rig.

 
bool ResetHierarchy
 Read Write Property: Set to true if we should reset the character hierarchy.

 
bool RetargetOnBaseLayer
 Read Write Property: If the transfer method is retarget, set this parameter to control where the retarget correction will be made (on base layer or on another layer).

 
bool SaveCharacter
 Read Write Property: Set to true if the character should be saved when call FBApplication::SaveCharacterRigAndAnimation.

 
bool SaveCharacterExtensions
 Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

 
bool SaveControlSet
 Read Write Property: Set to true if the rig (and its children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

 
bool SaveSelectedModelsOnly
 Read Write Property: Indicate that only the selected models will be saved.

 
FBElementAction Scripts
 Read Write Property: Handling of the Scripts elements.

 
bool SetPropertyStaticIfPossible
 Read Write Property: Set to false if want to keep properties' animated flag even when they are not really animated(no keyframe data) while retrieving/storing. See sample: SetPropertyStaticIfPossibleOption.py.
 
FBElementAction Sets
 Read Write Property: Handling of the Sets elements.

 
FBElementAction Shaders
 Read Write Property: Handling of the Shaders elements.

 
bool ShadersAnimation
 Read Write Property: Handling of the Shaders animation.

 
bool ShowFileDialog
 Read Write Property: Set to true if want to pop up dialog for FileName, Format, Embed, Compression, UseTakeName, OneTakePerFile.

 
bool ShowOptionsDialog
 Read Write Property: Set to true if want to pop up options dialog for detail settings.

 
FBElementAction Solvers
 Read Write Property: Handling of the Solvers elements.

 
bool SolversAnimation
 Read Write Property: Handling of the Solvers animation.

 
FBElementAction Story
 Read Write Property: Handling of the Story elements.

 
bool StoryAnimation
 Read Write Property: Handling of the Story animation (animatable properties on story objects).

 
FBTakeSpanOnLoad TakeSpan
 Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.

 
FBElementAction Textures
 Read Write Property: Handling of the Textures elements.

 
bool TexturesAnimation
 Read Write Property: Handling of the Textures animation.

 
FBCharacterLoadAnimationMethod TransferMethod
 Read Write Property: How should the animation should be transfered on the target rig.

 
bool TransportSettings
 Read Write Property: Consider transport control settings.

 
bool UpdateRecentFiles
 Read Write Property: Set to true to update recent file list.

 
bool UseASCIIFormat
 Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.

 
FBElementAction Video
 Read Write Property: Handling of the Video elements.

 
- 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

◆ FBFbxOptions()

FBFbxOptions ( bool  pLoad,
str  pFilePathToLoad = None 
)

Constructor.

Create a FBFbxOption to be used in FBApplication Save/Load with default settings.

Parameters
pLoadIf true, will init option for a default Load (Append all elements and animation). If false will initialized options for a default Save (Save all elements and animation).
pFilePathToLoadIf pLoad is true, the client code should pass the file path to load to collect the take info; ignore when pLoad is false.

Member Function Documentation

◆ GetMultiLoadNamespaceList()

FBStringList GetMultiLoadNamespaceList ( )

Returns the list of namespaces that will be used when merging multiple scenes (see FBApplication::FileMerge).

This list is affecting only the merge operation. When merging multiple scenes, if this list of namespaces is set, the FBFbxOptions::NamespaceList property value is ignored.

Returns
The multi load namespace list currently set.

◆ GetTakeCount()

int GetTakeCount ( )

Return the count of takes in the scene to saved or the file to loaded.

Warning
You need to use appropriate constructor to be able to take infos.

◆ GetTakeDescription()

str GetTakeDescription ( int  pTakeIndex)

Take Description.

Parameters
pTakeIndexindex of take to get.

◆ GetTakeDestinationName()

str GetTakeDestinationName ( int  pTakeIndex)

Take Destination Name upon save or load.

Parameters
pTakeIndexindex of take to get.

◆ GetTakeKeyRange()

FBTimeSpan GetTakeKeyRange ( int  pTakeIndex)

Get take key range.

Parameters
pTakeIndexindex of take to get.
Returns
A time range, keys inside that time range will be kept. Keys outside that time range will be removed when importing the animation, by default the time range is FBTime::MinusInfinity -> FBTime::Infinity
Remarks
Valid only on load/merge, not when saving a file.

◆ GetTakeName()

str GetTakeName ( int  pTakeIndex)

Take Original Name.

Parameters
pTakeIndexindex of take to get.

◆ GetTakeSelect()

bool GetTakeSelect ( int  pTakeIndex)

Return if true if the take will be saved or Loaded.

Parameters
pTakeIndexindex of take to get.

◆ SaveToString()

SaveToString ( str  pString,
FBOptionsContext  context 
)

Serialize all options to a string Serialize all options to a string specifying a context.

Parameters
pStringThe string containing all settings, target of serializing
contextThe context to be used when serializing

◆ SetAll()

SetAll ( FBElementAction  pElementAction,
bool  pAnimation 
)

Set All Options.

Initialize all loading/saving properties to ElementAction and animation specified.

Parameters
pElementActionDefault value for all FBPropertyElementAction properties.
pAnimationDefault value for all Animation properties.

◆ SetFromString()

SetFromString ( str  pString,
FBOptionsContext  context 
)

Set all options from string Set all parameters from a formatted string (previously serialized with SaveToString)

Parameters
pStringThe string containing all settings. See SaveToFile
contextThe context to be used when de-serializing

◆ SetMultiLoadNamespaceList()

SetMultiLoadNamespaceList ( FBStringList  pMultiLoadNamespaceList)

Sets the list of namespaces that will be used when merging multiple scenes (see FBApplication::FileMerge).

The number of namespaces contained in this list must match the number of files merged, otherwise the merge operation will abort. The first namespace in the list will be applied on the first merged scene, the second namespace in the list will be applied on the second merged scene, and so one and so forth. This list is affecting only the merge operation. When merging multiple scenes, if this list of namespaces is set, the FBFbxOptions::NamespaceList property value is ignored.

# This example shows how to merge multiple scenes, each scene in its own user specified namespace:
# Create an Load FBFbxOptions object
fbxLoadOptions = FBFbxOptions( True )
# Create a list of namespaces (2 items here, so the number of scenes to merge must also be 2)
# and set the list in the FBFbxOptions object
myNS = FBStringList( "MyFirstNS~MySecondNS" )
fbxLoadOptions.SetMultiLoadNamespaceList( myNS )
# Create a list of scenes to merge
myScenesToMerge = FBStringList( "C:\Temp\MyFirstScene.fbx~C:\Temp\AnotherScene.fbx" )
# Let's merge those scenes. The namespaces will be applied on the scenes' contents.
print FBApplication().FileMerge( myScenesToMerge, False, fbxLoadOptions )
FBApplication is used mainly to manage files.
Definition: pyfbsdk_generated.h:801
bool FileMerge(str pFilename, bool pShowUIMsg=False, FBFbxOptions pOptions=None)
Merge one or multiple files with the current scene.
Customize file loading and saving.
Definition: pyfbsdk_generated.h:7400
SetMultiLoadNamespaceList(FBStringList pMultiLoadNamespaceList)
Sets the list of namespaces that will be used when merging multiple scenes (see FBApplication::FileMe...
String list.
Definition: pyfbsdk_generated.h:18524
Parameters
pMultiLoadNamespaceListThe multi load namespace list to set.

◆ SetObjectsToSave()

SetObjectsToSave ( FBArrayTemplate< FBComponent pObjectsToSave)

Sets the list of objects that will be saved.

This needs to be set before calling FBApplication::FileSave. The list is affecting only one save operation. Once the save is completed, the list is cleared.

Parameters
pObjectsToSaveThe objects to save.

◆ SetTakeDescription()

SetTakeDescription ( int  pTakeIndex,
str  pDescription 
)

Take Description.

Parameters
pTakeIndexindex of take to set.
pDescriptiontake description to set

◆ SetTakeDestinationName()

SetTakeDestinationName ( int  pTakeIndex,
str  pDestinationName 
)

Take Destination Name upon save or load.

Parameters
pTakeIndexindex of take to set.
pDestinationNametake description to set

◆ SetTakeKeyRange()

SetTakeKeyRange ( int  pTakeIndex,
FBTimeSpan  pKeyTimeSpan 
)

Set take key range.

Parameters
pTakeIndexindex of take to set.
pKeyTimeSpanTimespan indicating the time range to keep the keys. Keys that are outside the time range for this take will be removed, by default the time range is FBTime::MinusInfinity -> FBTime::Infinity
Remarks
Valid only on load/merge, not when saving a file.

◆ SetTakeName()

SetTakeName ( int  pTakeIndex,
str  pName 
)

Take Original Name.

Parameters
pTakeIndexindex of take to set.
pNametake name to set

◆ SetTakeSelect()

SetTakeSelect ( int  pTakeIndex,
bool  pSelect 
)

Return if true if the take will be saved or Loaded.

Parameters
pTakeIndexindex of take to set
pSelectset true if should be saved or loaded.

Member Data Documentation

◆ ActorFaces

FBElementAction ActorFaces

Read Write Property: Handling of the Actor Faces elements.

◆ ActorFacesAnimation

bool ActorFacesAnimation

Read Write Property: Handling of the Actor Faces animation.

◆ Actors

Read Write Property: Handling of the Actors elements.

◆ Audio

Read Write Property: Handling of the Audio elements.

◆ BaseCameras

bool BaseCameras

Read Write Property: Consider base camera settings.

◆ Bones

Read Write Property: Handling of the Bones elements.

◆ BonesAnimation

bool BonesAnimation

Read Write Property: Handling of the Bones animation.

◆ CacheSize

int CacheSize

Read Write Property: The Cached buffer size used to accelerate IO system.

◆ Cameras

FBElementAction Cameras

Read Write Property: Handling of the Cameras elements.

◆ CamerasAnimation

bool CamerasAnimation

Read Write Property: Handling of the Cameras animation.

◆ CameraSwitcherSettings

bool CameraSwitcherSettings

Read Write Property: Consider camera switcher settings.

◆ CharacterExtensions

FBElementAction CharacterExtensions

Read Write Property: Handling of the Character Extensions.

◆ CharacterFaces

FBElementAction CharacterFaces

Read Write Property: Handling of the Character Faces elements.

◆ CharacterFacesAnimation

bool CharacterFacesAnimation

Read Write Property: Handling of the Character Faces animation.

◆ Characters

FBElementAction Characters

Read Write Property: Handling of the Characters elements.

◆ CharactersAnimation

bool CharactersAnimation

Read Write Property: Handling of the Characters animation.

◆ ClearSelectionBeforeSave

bool ClearSelectionBeforeSave

Read Write Property: Set to true if the current selected objects shouldn't saved when call FBApplication::SaveCharacterRigAndAnimation.

◆ ConsiderMuteSolo

bool ConsiderMuteSolo

Read Write property: Consider the mute/solo settings to identify identical layer when merging.

◆ Constraints

FBElementAction Constraints

Read Write Property: Handling of the Constraints elements.

◆ ConstraintsAnimation

bool ConstraintsAnimation

Read Write Property: Handling of the Constraints animation.

◆ CopyCharacterExtensions

bool CopyCharacterExtensions

Read Write Property: pCopyMissingExtensions Set to true if the character extensions on the rig in the file should be copied to the target rig.

◆ CurrentCameraSettings

bool CurrentCameraSettings

Read Write Property: Consider current camera settings.

◆ Devices

FBElementAction Devices

Read Write Property: Handling of the Devices elements.

◆ DevicesAnimation

bool DevicesAnimation

Read Write Property: Handling of the Devices animation.

◆ EmbedMedia

bool EmbedMedia

Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.

◆ FileFormatAndVersion

FBFileFormatAndVersion FileFormatAndVersion

Read Write Property: File format and version chosen to save the scene.

◆ FileReference

bool FileReference

Read Write property: Load/Save scene as FileReference.

◆ FileReferenceEdit

bool FileReferenceEdit

Read Write Property: Load/Save the edits made to referenced objects or not.

◆ FileReferences

FBElementAction FileReferences

Read Write Property: Handling of the FileReferences elements.

◆ GlobalLightingSettings

bool GlobalLightingSettings

Read Write Property: Consider global Lighting settings.

◆ Groups

Read Write Property: Handling of the Groups elements.

◆ IgnoreConflicts

bool IgnoreConflicts

Read Write Property: Set to true to ignore conflicts between objects in character extensions and objects in the scene. Conflicting objects will be merged in the extension

◆ KeepTransformHierarchy

bool KeepTransformHierarchy

Read Write Property: Indicate whether we keep transform hierarchy when SaveSelectedModelsOnly is true. Default value is false to ensure consistent behavior with SaveSelected operation via file menu.

◆ KeyingGroups

FBElementAction KeyingGroups

Read Write Property: Handling of the Keying Groups elements.

◆ Lights

Read Write Property: Handling of the Lights elements.

◆ LightsAnimation

bool LightsAnimation

Read Write Property: Handling of the Lights animation.

◆ Materials

FBElementAction Materials

Read Write Property: Handling of the Materials elements.

◆ MaterialsAnimation

bool MaterialsAnimation

Read Write Property: Handling of the Materials animation.

◆ Models

Read Write Property: Handling of the Models elements.

◆ ModelsAnimation

bool ModelsAnimation

Read Write Property: Handling of the Models animation.

◆ NamespaceList

str NamespaceList

Read Write Property: A list of namespaces separated by '~'. On Load, duplicate the loaded objects into each namespace in the list. If the SetMultiLoadNamespaceList method is also called, this property is ignored.

◆ Notes

Read Write Property: Handling of the Notes elements.

◆ NotesAnimation

bool NotesAnimation

Read Write Property: Handling of the Notes animation.

◆ OpticalData

FBElementAction OpticalData

Read Write Property: Handling of the Optical Data elements.

◆ PhysicalProperties

FBElementAction PhysicalProperties

Read Write Property: Handling of the Physical Properties elements.

◆ PhysicalPropertiesAnimation

bool PhysicalPropertiesAnimation

Read Write Property: Handling of the Physical Properties animation.

◆ Poses

Read Write Property: Handling of the Poses elements.

◆ ProcessAnimationOnExtension

bool ProcessAnimationOnExtension

Read Write Property: Set to true if animation on character extensions should also be transferred.

◆ RemoveConstraintReference

bool RemoveConstraintReference

Read Write Property: Set to true if we should remove constraint reference.

◆ RemoveEmptyLayer

bool RemoveEmptyLayer

Read Write property: Remove empty animation layers that are in additive mode, without child or parent.

◆ ReplaceControlSet

bool ReplaceControlSet

Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

◆ ResetDOF

bool ResetDOF

Read Write Property: Set to true if we should change the limits on the target rig.

◆ ResetHierarchy

bool ResetHierarchy

Read Write Property: Set to true if we should reset the character hierarchy.

◆ RetargetOnBaseLayer

bool RetargetOnBaseLayer

Read Write Property: If the transfer method is retarget, set this parameter to control where the retarget correction will be made (on base layer or on another layer).

◆ SaveCharacter

bool SaveCharacter

Read Write Property: Set to true if the character should be saved when call FBApplication::SaveCharacterRigAndAnimation.

◆ SaveCharacterExtensions

bool SaveCharacterExtensions

Read Write Property: Set to true if the character extensions (and their children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

◆ SaveControlSet

bool SaveControlSet

Read Write Property: Set to true if the rig (and its children) should be saved when call FBApplication::SaveCharacterRigAndAnimation.

◆ SaveSelectedModelsOnly

bool SaveSelectedModelsOnly

Read Write Property: Indicate that only the selected models will be saved.

◆ Scripts

FBElementAction Scripts

Read Write Property: Handling of the Scripts elements.

◆ SetPropertyStaticIfPossible

bool SetPropertyStaticIfPossible

Read Write Property: Set to false if want to keep properties' animated flag even when they are not really animated(no keyframe data) while retrieving/storing. See sample: SetPropertyStaticIfPossibleOption.py.

◆ Sets

Read Write Property: Handling of the Sets elements.

◆ Shaders

FBElementAction Shaders

Read Write Property: Handling of the Shaders elements.

◆ ShadersAnimation

bool ShadersAnimation

Read Write Property: Handling of the Shaders animation.

◆ ShowFileDialog

bool ShowFileDialog

Read Write Property: Set to true if want to pop up dialog for FileName, Format, Embed, Compression, UseTakeName, OneTakePerFile.

◆ ShowOptionsDialog

bool ShowOptionsDialog

Read Write Property: Set to true if want to pop up options dialog for detail settings.

◆ Solvers

FBElementAction Solvers

Read Write Property: Handling of the Solvers elements.

◆ SolversAnimation

bool SolversAnimation

Read Write Property: Handling of the Solvers animation.

◆ Story

Read Write Property: Handling of the Story elements.

◆ StoryAnimation

bool StoryAnimation

Read Write Property: Handling of the Story animation (animatable properties on story objects).

◆ TakeSpan

FBTakeSpanOnLoad TakeSpan

Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.

◆ Textures

FBElementAction Textures

Read Write Property: Handling of the Textures elements.

◆ TexturesAnimation

bool TexturesAnimation

Read Write Property: Handling of the Textures animation.

◆ TransferMethod

Read Write Property: How should the animation should be transfered on the target rig.

◆ TransportSettings

bool TransportSettings

Read Write Property: Consider transport control settings.

◆ UpdateRecentFiles

bool UpdateRecentFiles

Read Write Property: Set to true to update recent file list.

◆ UseASCIIFormat

bool UseASCIIFormat

Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.

◆ Video

Read Write Property: Handling of the Video elements.