Model class. More...
#include <pyfbsdk_generated.h>
Public Member Functions | |
FBModel (str pName) | |
Constructor. | |
FBModel | Clone () |
Clone the model. | |
CollapseInSchematic () | |
Collapse the model in the schematic view. | |
DofToLRM (FBMatrix pLM, FBRVector pDof) | |
Convert object space vector to local matrix. | |
ExpandInSchematic () | |
Expand the model in the schematic view. | |
FBDelete () | |
Open Reality deletion function. | |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Model'. | |
ForceAlwaysEvaluate () | |
Force Always Evaluate. | |
FBColor | GetAdditionalUniqueColorID (unsigned int pIndex) |
Get Additional Unique Color Id. | |
unsigned int | GetAdditionalUniqueColorIDCount () |
Get additional unique color count. | |
GetBoundingBox (FBVector3d pMin, FBVector3d pMax) | |
Get the bounding box of the model. | |
unsigned int | GetHierarchyWorldMatrices (FBMatrix pMatricesArray, unsigned int pMatricesArrayCount, FBModelHiercharyTraverserType pHiercharyTraverserType, FBEvaluateInfo pEvaluateInfo=None) |
Computes the global transform matrices between this model and all its children (all levels). | |
GetLocalTransformationMatrixWithGlobalRotationDoF (FBMatrix pMatrix, bool pInverse=False, FBEvaluateInfo pEvaluateInfo=None) | |
Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF values from the model. | |
GetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a matrix from the model. | |
FBVector2d | GetSchematicPosition () |
Get the position in the schematic view for the model. | |
int | GetSelectedPointsCount () |
Get the number of selected points in the model. | |
GetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, FBEvaluateInfo pEvaluateInfo=None) | |
Get a vector from the model. | |
bool | IsCollapsedInSchematic () |
Returns if the model is collapsed or not (expanded) in the schematic view. | |
bool | IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo pEvaluateInfo=None) |
Is the model's evaluation task result ready. | |
bool | IsForceAlwaysEvaluate () |
Return Force Always Evaluate status. | |
bool | IsVisible (FBEvaluateInfo pEvaluateInfo=None) |
If the model is visible. | |
LRMToDof (FBRVector pDof, FBMatrix pLM) | |
Convert local matrix to object space vector. | |
MatrixToRotation (FBRVector pRotation, FBMatrix pMatrix) | |
Convert Rotation Matrix to Euler Vector based on model's rotation order. | |
int | NoFrustumCullingRelease () |
Release no frustum culling request. | |
int | NoFrustumCullingRequire () |
Acquire no frustum culling request. | |
bool | RayCast (FBCamera pCamera, int pMouseX, int pMouseY, FBVector3d pHitPosition, FBVector3d pHitNormal) |
Ray cast test. | |
RotationToMatrix (FBMatrix pMatrix, FBRVector pRotation) | |
Convert Euler Vector to Rotation Matrix based on model's rotation order. | |
bool | SetAdditionalUniqueColorIDCount (unsigned int pCount) |
Request additional Unique color IDs. | |
SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a matrix for the model. | |
SetMatrixWithPrecision (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None, float pPrecision=FBMat2EulerDegenerateForPrecision10) | |
Set a matrix for the model. | |
SetSchematicPosition (int pX, int pY) | |
Set the position in the schematic view for the model. | |
SetSchematicPosition (FBVector2d pVector2d) | |
Set the position in the schematic view for the model. | |
SetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=True, bool pPushUndo=False, FBEvaluateInfo pEvaluateInfo=None) | |
Set a vector for the model. | |
SetupPropertiesForShapes () | |
Setup Shape Properties. | |
bool | UseFrustumCulling () |
Get the current Frustum Culling Status. | |
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FBBox (str pName) | |
Constructor. | |
bool | AnimationNodeDestroy (FBAnimationNode pAnimationNode) |
Destroy an animation node. | |
FBAnimationNode | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this box. | |
bool | AnimationNodeIsUserData (FBAnimationNode pAnimationNode) |
Is the animation node user data? | |
FBAnimationNode | AnimationNodeOutGet () |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Relations', 'Parent-Child', 'Number to Vector', 'Shot'. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Box', 'Constraint', 'TimelineXTrack'. | |
FBAnimationNode | GetInConnector (int pIndex) |
Get the animation node input associated with the given index. | |
int | GetInConnectorCount () |
Get the number of animation node inputs for this box. | |
FBAnimationNode | GetOutConnector (int pIndex) |
Get the animation node output associated with the given index. | |
int | GetOutConnectorCount () |
Get the number of animation node outputs for this box. | |
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FBComponent () | |
Constructor. | |
str | ClassName () |
Get the class name. | |
DisableObjectFlags (FBObjectFlag pFlags) | |
Disable a specific Object Flags. | |
EnableObjectFlags (FBObjectFlag pFlags) | |
Enable a specific Object Flags. | |
bool | FBCreate () |
Open Reality Creation function. | |
FBDelete () | |
Open Reality deletion function. | |
FBDestroy () | |
Open Reality destruction function. | |
FBObjectFlag | GetObjectFlags () |
Get all Object Flags (concatenated). | |
bool | GetObjectStatus (FBObjectStatus pStatus) |
Check to see if an object status is enabled. | |
FBFileReference | GetOwnerFileReference (p0) |
Get the owner FileReference object. | |
HardSelect () | |
HardSelect. | |
bool | HasObjectFlags (FBObjectFlag pFlags) |
Check whether a specific object flag is enabled. | |
bool | Is (int pTypeId) |
Returns true if object is of type TypeId. | |
bool | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
ProcessNamespaceHierarchy. | |
bool | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
ProcessObjectNamespace. | |
int | PropertyAdd (FBProperty pProperty) |
Add a property to the component's property manager. | |
bool | PropertyAddReferenceProperty (FBProperty pReferenceProperty) |
Add a reference property to the component's property manager. | |
FBProperty | PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None) |
Create user or dynamic property. | |
PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags) | |
Get list of properties which have been modified since last loading. | |
PropertyRemove (FBProperty pProperty) | |
Remove a Property from the component's Property manager. | |
SetObjectFlags (FBObjectFlag pFlags) | |
SetObjectFlags. | |
SetObjectStatus (FBObjectStatus pStatus, bool pValue) | |
Enable/Disable a specific Object Status. | |
Public Attributes | |
FBAnimationNode | AnimationNode |
Read Only Property: Animation node of the model. | |
bool | BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. Not Savable | |
bool | CastsShadows |
Read Write Property: If true, the geometry will produce shadows. | |
FBListModel | Children |
List: Children for model. | |
bool | ConstrainDeformable |
Read Write Property: Model constraint deformable. Not Savable | |
FBListDeformer | Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer). | |
FBVector3d | GeometricRotation |
Read Write Property: Geometric rotation. | |
FBVector3d | GeometricScaling |
Read Write Property: Geometric scaling. | |
FBVector3d | GeometricTranslation |
Read Write Property: Geometric translation. | |
FBGeometry | Geometry |
Read Write Property: Geometry for the model. | |
int | GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id. | |
bool | Icon3D |
Read Write Property: Is model a 3D icon? | |
bool | IsConstrained |
Read Only Property: Is model constrained? | |
bool | IsDeformable |
Read Only Property: Is model deformable? | |
FBModel | LookAt |
Read Write Property: Look at model (interest point). | |
FBListMaterial | Materials |
List: Materials for model. | |
FBModelVertexData | ModelVertexData |
Read Only Property: ModelVertexData for the model. | |
FBModel | Parent |
Read Write Property: Parent model. | |
bool | Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'. | |
bool | PointCacheDeformable |
Read Write Property: Model point cache deformable. Not Savable | |
bool | PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable | |
FBVector3d | PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true) | |
FBVector3d | PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true) | |
bool | PrimaryVisibility |
Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off. | |
bool | QuaternionInterpolate |
Read Write Property: Use quaternion interpolation. | |
bool | ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows. | |
FBAnimatableVector3d | Rotation |
Read Write Property: Lcl rotation. | |
bool | RotationActive |
Read Write Property: Is model using Rotation Limits? | |
FBVector3d | RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true) | |
bool | RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X? | |
bool | RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y? | |
bool | RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z? | |
FBVector3d | RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true) | |
bool | RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X? | |
bool | RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y? | |
bool | RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z? | |
FBModelRotationOrder | RotationOrder |
Read Write Property: Rotation order. | |
bool | RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits? | |
FBAnimatableVector3d | Scaling |
Read Write Property: Lcl scaling. | |
FBScene | Scene |
Read Only Property: Scene containing the model. | |
FBListShader | Shaders |
List: Shaders for model. | |
FBModelShadingMode | ShadingMode |
Read Write Property: Shading mode for the model. | |
bool | Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'. | |
bool | SkeletonDeformable |
Read Write Property: Model skeleton deformable. Not Savable | |
bool | SoftSelected |
Read Write Property: Is model Soft selected? | |
FBListTexture | Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials). | |
bool | Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'. | |
FBAnimatableVector3d | Translation |
Read Write Property: Lcl translation. | |
FBColor | UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision. | |
FBModel | UpVector |
Read Write Property: UpVector model. | |
FBAnimatableBool | Visibility |
Read Write Property: Visibility of model. This can be overridden by the 'Show' property. | |
bool | VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants | |
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bool | Animatable |
Read Write Property: Is the box animatable. | |
bool | Live |
Read Write Property: Is live? | |
bool | RecordMode |
Read Write Property: Is recording? | |
str | UniqueName |
internal Unique name. | |
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FBListComponent | Components |
List: List of components. | |
str | LongName |
Read Write Property: Name and namespace for object. | |
str | Name |
Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py. | |
FBListComponent | Parents |
List: Parents. | |
FBManager | PropertyList |
Read Only Property: Manages all of the properties for the component. | |
bool | Selected |
Read Write Property: Selected property. | |
int | TypeInfo |
Contains the Type information of the object. | |
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str | ClassGroupName |
ClassGroupName of the object. | |
int | TypeInfo |
TypeInfo. | |
Model class.
In the MotionBuilder UI, a model can be any object in a scene, created using geometry. Models can represent simple objects like cubes, or complex objects like characters.FBModel is a base class which is not used so much directly, but is the parent of well-used classes like FBCamera, FBLight, and FBModelMarker.It also implements a number of widely-implemented functions and attributes, such as: Clone(), FBDelete() UI attributes such as Show, Pickable, and Visibility Positional attributes such as Rotation, Scaling, and Translation The following Python snippet shows how to create, show, rotate, and delete a cube
There is a few ways to get a handle on existing models in a scene: FBFindObjectsByName return a list of objects matching a pattern (can contain *). For usage, see: FindObjectsWithWildcard.py If you know the name of the model, use FBFindModelByLabelName, as demonstrated in FBComponent.py. FBGetSelectedModels can get a handle to an object which is derived from FBModel. It searches the scene for a model, based on the model's unique name and returns a list of all the selected things in the scene.
FBModel Clone | ( | ) |
Clone the model.
This will duplicate the current model.
CollapseInSchematic | ( | ) |
Collapse the model in the schematic view.
DofToLRM | ( | FBMatrix | pLM, |
FBRVector | pDof | ||
) |
Convert object space vector to local matrix.
pLM | Resulting local rotation matrix. |
pDof | Vector to convert |
ExpandInSchematic | ( | ) |
Expand the model in the schematic view.
FBDelete | ( | ) |
Open Reality deletion function.
str FbxGetObjectSubType | ( | ) |
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.
str FbxGetObjectType | ( | ) |
Returns the class type inherited by the class of an object, for example: 'Model'.
ForceAlwaysEvaluate | ( | ) |
Force Always Evaluate.
In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.
Get Additional Unique Color Id.
pIndex | the requested unique color id index, can't be larger than GetAdditionalColorIDCount() |
unsigned int GetAdditionalUniqueColorIDCount | ( | ) |
Get additional unique color count.
GetBoundingBox | ( | FBVector3d | pMin, |
FBVector3d | pMax | ||
) |
Get the bounding box of the model.
Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.
pMin | Output parameter. Minimum value of the bounding box. |
pMax | Output parameter. Maximum value of the bounding box. |
unsigned int GetHierarchyWorldMatrices | ( | FBMatrix | pMatricesArray, |
unsigned int | pMatricesArrayCount, | ||
FBModelHiercharyTraverserType | pHiercharyTraverserType, | ||
FBEvaluateInfo | pEvaluateInfo = None |
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) |
Computes the global transform matrices between this model and all its children (all levels).
The hierarchy world matrix for a model is represented as a global transform matrix applied on an arbitrary root hierarchy node (this model for instance), considered as the world reference.
pMatricesArray | The matrix array (memory already allocated) to fill in with the hierarchy world matrix of all the model's children models |
pMatricesArrayCount | The size of the matrix array |
pHiercharyTraverserType | The hierarchy traverser type |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
GetLocalTransformationMatrixWithGlobalRotationDoF | ( | FBMatrix | pMatrix, |
bool | pInverse = False , |
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FBEvaluateInfo | pEvaluateInfo = None |
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) |
Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF values from the model.
The GetMatrix method was previously wrongly returning the local transformation (and local inverse transformation) matrices with global Rotation DoF values. The GetMatrix method implementation has been updated to not include the global Rotation DoF values. This method returns the same matrix values returned by the legacy GetMatrix implementation when retrieving the local transformation (and local inverse transformation) matrices.
pMatrix | Matrix to fill with requested information. |
pInverse | False for the transformation matrix, true for the inverse transformation matrix. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
GetMatrix | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
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bool | pGlobalInfo = True , |
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FBEvaluateInfo | pEvaluateInfo = None |
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) |
Get a matrix from the model.
pMatrix | Matrix to fill with requested information. |
pWhat | Type of information requested (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
FBVector2d GetSchematicPosition | ( | ) |
Get the position in the schematic view for the model.
int GetSelectedPointsCount | ( | ) |
Get the number of selected points in the model.
GetVector | ( | FBVector3d | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
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bool | pGlobalInfo = True , |
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FBEvaluateInfo | pEvaluateInfo = None |
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) |
Get a vector from the model.
pVector | Vector to fill with requested values. |
pWhat | Type of information requested (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
bool IsCollapsedInSchematic | ( | ) |
Returns if the model is collapsed or not (expanded) in the schematic view.
bool IsEvaluationReady | ( | FBModelEvaluationTaskType | pWhat, |
FBEvaluateInfo | pEvaluateInfo = None |
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) |
Is the model's evaluation task result ready.
b true if the evaluation task result is ready in place.
pWhat | Type of evaluation task. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
bool IsForceAlwaysEvaluate | ( | ) |
Return Force Always Evaluate status.
bool IsVisible | ( | FBEvaluateInfo | pEvaluateInfo = None | ) |
If the model is visible.
Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters:
pEvaluateInfo | evaluate info, |
LRMToDof | ( | FBRVector | pDof, |
FBMatrix | pLM | ||
) |
Convert local matrix to object space vector.
pDof | Resulting object space vector. |
pLM | Local rotation matrix to convert |
MatrixToRotation | ( | FBRVector | pRotation, |
FBMatrix | pMatrix | ||
) |
Convert Rotation Matrix to Euler Vector based on model's rotation order.
pRotation | Resulting euler vector, whose angles are stored in [X,Y,Z] order. |
pMatrix | Matrix to convert. |
int NoFrustumCullingRelease | ( | ) |
Release no frustum culling request.
int NoFrustumCullingRequire | ( | ) |
Acquire no frustum culling request.
bool RayCast | ( | FBCamera | pCamera, |
int | pMouseX, | ||
int | pMouseY, | ||
FBVector3d | pHitPosition, | ||
FBVector3d | pHitNormal | ||
) |
Ray cast test.
pCamera | Camera to use for casting. |
pMouseX | Mouse X position. |
pMouseY | Mouse Y position. |
pHitPosition | Ray cast position on the object. |
pHitNormal | Normal at the ray cast position on the object. |
RotationToMatrix | ( | FBMatrix | pMatrix, |
FBRVector | pRotation | ||
) |
Convert Euler Vector to Rotation Matrix based on model's rotation order.
pMatrix | Resulting rotation matrix. |
pRotation | Object space rotation vector to convert, whose angles are stored in [X,Y,Z] order. |
Request additional Unique color IDs.
pCount | User should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number. |
SetMatrix | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
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bool | pGlobalInfo = True , |
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bool | pPushUndo = False , |
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FBEvaluateInfo | pEvaluateInfo = None |
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) |
Set a matrix for the model.
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
SetMatrixWithPrecision | ( | FBMatrix | pMatrix, |
FBModelTransformationType | pWhat = kModelTransformation , |
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bool | pGlobalInfo = True , |
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bool | pPushUndo = False , |
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FBEvaluateInfo | pEvaluateInfo = None , |
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float | pPrecision = FBMat2EulerDegenerateForPrecision10 |
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) |
Set a matrix for the model.
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
pPrecision | Indicate the precision level, used when calculating the threshold value for gimble lock. 16 * pow(10.0, -10)) is the new default value since Mobu 2016, 16 * pow(10.0, -6)) is old default value before then. |
SetSchematicPosition | ( | FBVector2d | pVector2d | ) |
Set the position in the schematic view for the model.
pVector2d | Position to set. |
Set the position in the schematic view for the model.
pX | X position to set. |
pY | Y position to set. |
SetupPropertiesForShapes | ( | ) |
Setup Shape Properties.
Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.
SetVector | ( | FBVector3d | pVector, |
FBModelTransformationType | pWhat = kModelTranslation , |
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bool | pGlobalInfo = True , |
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bool | pPushUndo = False , |
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FBEvaluateInfo | pEvaluateInfo = None |
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) |
Set a vector for the model.
pVector | Vector to use to set values. |
pWhat | Type of information to set (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
bool UseFrustumCulling | ( | ) |
Get the current Frustum Culling Status.
FBAnimationNode AnimationNode |
Read Only Property: Animation node of the model.
bool BlendShapeDeformable |
Read Write Property: Model blend-shape deformable. Not Savable
bool CastsShadows |
Read Write Property: If true, the geometry will produce shadows.
FBListModel Children |
List: Children for model.
bool ConstrainDeformable |
Read Write Property: Model constraint deformable. Not Savable
FBListDeformer Deformers |
List: Deformers (Skeleton Deformer or Point Cache Deformer).
FBVector3d GeometricRotation |
Read Write Property: Geometric rotation.
FBVector3d GeometricScaling |
Read Write Property: Geometric scaling.
FBVector3d GeometricTranslation |
Read Write Property: Geometric translation.
FBGeometry Geometry |
Read Write Property: Geometry for the model.
int GeometryUpdateId |
Read Only Property: model geometry (vertex data) related update id.
bool Icon3D |
Read Write Property: Is model a 3D icon?
bool IsConstrained |
Read Only Property: Is model constrained?
bool IsDeformable |
Read Only Property: Is model deformable?
FBModel LookAt |
Read Write Property: Look at model (interest point).
FBListMaterial Materials |
List: Materials for model.
FBModelVertexData ModelVertexData |
Read Only Property: ModelVertexData for the model.
FBModel Parent |
Read Write Property: Parent model.
bool Pickable |
Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'.
bool PointCacheDeformable |
Read Write Property: Model point cache deformable. Not Savable
bool PointCacheRecord |
Read Write Property: Record Point Cache for model? Not Savable
FBVector3d PostRotation |
Read Write Property: Post Rotation (considered if RotationActive is true)
FBVector3d PreRotation |
Read Write Property: Pre Rotation (considered if RotationActive is true)
bool PrimaryVisibility |
Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off.
bool QuaternionInterpolate |
Read Write Property: Use quaternion interpolation.
bool ReceiveShadows |
Read Write Property: If true, the geometry will receive shadows.
FBAnimatableVector3d Rotation |
Read Write Property: Lcl rotation.
bool RotationActive |
Read Write Property: Is model using Rotation Limits?
FBVector3d RotationMax |
Read Write Property: Max Rotation Limit (considered if RotationActive is true)
bool RotationMaxX |
Read Write Property: Is model using Maximum Rotation Limits On X?
bool RotationMaxY |
Read Write Property: Is model using Maximum Rotation Limits On Y?
bool RotationMaxZ |
Read Write Property: Is model using Maximum Rotation Limits On Z?
FBVector3d RotationMin |
Read Write Property: Min Rotation Limit (considered if RotationActive is true)
bool RotationMinX |
Read Write Property: Is model using Minimum Rotation Limits On X?
bool RotationMinY |
Read Write Property: Is model using Minimum Rotation Limits On Y?
bool RotationMinZ |
Read Write Property: Is model using Minimum Rotation Limits On Z?
FBModelRotationOrder RotationOrder |
Read Write Property: Rotation order.
bool RotationSpaceForLimitOnly |
Read Write Property: Apply Post Rotation Matrix only for Limits?
FBAnimatableVector3d Scaling |
Read Write Property: Lcl scaling.
FBScene Scene |
Read Only Property: Scene containing the model.
FBListShader Shaders |
List: Shaders for model.
FBModelShadingMode ShadingMode |
Read Write Property: Shading mode for the model.
bool Show |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'.
bool SkeletonDeformable |
Read Write Property: Model skeleton deformable. Not Savable
bool SoftSelected |
Read Write Property: Is model Soft selected?
FBListTexture Textures |
List: Textures with Special UseType (Other than "Color" which should connect to materials).
bool Transformable |
Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'.
FBAnimatableVector3d Translation |
Read Write Property: Lcl translation.
FBColor UniqueColorId |
Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision.
FBModel UpVector |
Read Write Property: UpVector model.
FBAnimatableBool Visibility |
Read Write Property: Visibility of model. This can be overridden by the 'Show' property.
bool VisibilityInheritance |
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants