Python Reference Guide
 
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FBModel Class Reference

Model class. More...

#include <pyfbsdk_generated.h>

Inheritance diagram for FBModel:

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.
 
- 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

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

 
- 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

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

from pyfbsdk import *
myCube = FBModelCube("cube")
myCube.Show = True
myCube.Rotation = FBVector3d(45, 45, 45)
myCube.FBDelete()
Cube model class.
Definition: pyfbsdk_generated.h:11337
bool Show
Read Write Property: Indicate if the viewer should show the object, according to its visibility value...
Definition: pyfbsdk_generated.h:11309
FBDelete()
Open Reality deletion function.
FBAnimatableVector3d Rotation
Read Write Property: Lcl rotation.
Definition: pyfbsdk_generated.h:11277
Python module pyfbsk.
Definition: pyfbsdk.h:90

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.

See sample: ResetLocalTranslationRotation.py.

Constructor & Destructor Documentation

◆ FBModel()

FBModel ( str  pName)

Constructor.

Parameters
pNameName of model.

Member Function Documentation

◆ Clone()

FBModel Clone ( )

Clone the model.

This will duplicate the current model.

Returns
Newly created model.

◆ CollapseInSchematic()

CollapseInSchematic ( )

Collapse the model in the schematic view.

◆ DofToLRM()

DofToLRM ( FBMatrix  pLM,
FBRVector  pDof 
)

Convert object space vector to local matrix.

Parameters
pLMResulting local rotation matrix.
pDofVector to convert
Note
Use this function when you want to convert euler to local rotation with proper pre/post transformation and rotation order applied from this model.

◆ ExpandInSchematic()

ExpandInSchematic ( )

Expand the model in the schematic view.

◆ FBDelete()

FBDelete ( )

Open Reality deletion function.

See sample: DeleteHierarchy.py.

◆ FbxGetObjectSubType()

str FbxGetObjectSubType ( )

Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.

Returns
The class sub type inherited by the class of an object.

◆ FbxGetObjectType()

str FbxGetObjectType ( )

Returns the class type inherited by the class of an object, for example: 'Model'.

Returns
The class type inherited by the class of an object.

◆ ForceAlwaysEvaluate()

ForceAlwaysEvaluate ( )

Force Always Evaluate.

In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.

◆ GetAdditionalUniqueColorID()

FBColor GetAdditionalUniqueColorID ( unsigned int  pIndex)

Get Additional Unique Color Id.

Parameters
pIndexthe requested unique color id index, can't be larger than GetAdditionalColorIDCount()
Returns
Additional Unique ColorId.

◆ GetAdditionalUniqueColorIDCount()

unsigned int GetAdditionalUniqueColorIDCount ( )

Get additional unique color count.

Returns
Additional Unique Color Count.

◆ GetBoundingBox()

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.

Parameters
pMinOutput parameter. Minimum value of the bounding box.
pMaxOutput parameter. Maximum value of the bounding box.

◆ GetHierarchyWorldMatrices()

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).

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.

Parameters
pMatricesArrayThe matrix array (memory already allocated) to fill in with the hierarchy world matrix of all the model's children models
pMatricesArrayCountThe size of the matrix array
pHiercharyTraverserTypeThe hierarchy traverser type
pEvaluateInfoEvaluateInfo, Take Display if none specified.

◆ GetLocalTransformationMatrixWithGlobalRotationDoF()

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.

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.

Parameters
pMatrixMatrix to fill with requested information.
pInverseFalse for the transformation matrix, true for the inverse transformation matrix.
pEvaluateInfoEvaluateInfo, Take Display if none specified.

◆ GetMatrix()

GetMatrix ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = True,
FBEvaluateInfo  pEvaluateInfo = None 
)

Get a matrix from the model.

Parameters
pMatrixMatrix to fill with requested information.
pWhatType of information requested (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified.

◆ GetSchematicPosition()

FBVector2d GetSchematicPosition ( )

Get the position in the schematic view for the model.

Returns
Current position for the model.

◆ GetSelectedPointsCount()

int GetSelectedPointsCount ( )

Get the number of selected points in the model.

Returns
Number of selected points.

◆ GetVector()

GetVector ( FBVector3d  pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = True,
FBEvaluateInfo  pEvaluateInfo = None 
)

Get a vector from the model.

Parameters
pVectorVector to fill with requested values.
pWhatType of information requested (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ IsCollapsedInSchematic()

bool IsCollapsedInSchematic ( )

Returns if the model is collapsed or not (expanded) in the schematic view.

Returns
true if the model is collapsed in the schematic view, false if it is expanded.

◆ IsEvaluationReady()

bool IsEvaluationReady ( FBModelEvaluationTaskType  pWhat,
FBEvaluateInfo  pEvaluateInfo = None 
)

Is the model's evaluation task result ready.

b true if the evaluation task result is ready in place.

Parameters
pWhatType of evaluation task.
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ IsForceAlwaysEvaluate()

bool IsForceAlwaysEvaluate ( )

Return Force Always Evaluate status.

◆ IsVisible()

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:

Parameters
pEvaluateInfoevaluate info,
Returns
true if visible for the given evaluate info.

◆ LRMToDof()

LRMToDof ( FBRVector  pDof,
FBMatrix  pLM 
)

Convert local matrix to object space vector.

Parameters
pDofResulting object space vector.
pLMLocal rotation matrix to convert
Note
Use this function when you want to convert local rotation to euler with proper pre/post transformation and rotation order applied from this model.

◆ MatrixToRotation()

MatrixToRotation ( FBRVector  pRotation,
FBMatrix  pMatrix 
)

Convert Rotation Matrix to Euler Vector based on model's rotation order.

Parameters
pRotationResulting euler vector, whose angles are stored in [X,Y,Z] order.
pMatrixMatrix to convert.

◆ NoFrustumCullingRelease()

int NoFrustumCullingRelease ( )

Release no frustum culling request.

Returns
Current no frustum culling request count after function call.

◆ NoFrustumCullingRequire()

int NoFrustumCullingRequire ( )

Acquire no frustum culling request.

Returns
Current no frustum culling request count after function call.

◆ RayCast()

bool RayCast ( FBCamera  pCamera,
int  pMouseX,
int  pMouseY,
FBVector3d  pHitPosition,
FBVector3d  pHitNormal 
)

Ray cast test.

Parameters
pCameraCamera to use for casting.
pMouseXMouse X position.
pMouseYMouse Y position.
pHitPositionRay cast position on the object.
pHitNormalNormal at the ray cast position on the object.
Returns
true if it hit the meshes, hit would contains the precise position & normal.

◆ RotationToMatrix()

RotationToMatrix ( FBMatrix  pMatrix,
FBRVector  pRotation 
)

Convert Euler Vector to Rotation Matrix based on model's rotation order.

Parameters
pMatrixResulting rotation matrix.
pRotationObject space rotation vector to convert, whose angles are stored in [X,Y,Z] order.

◆ SetAdditionalUniqueColorIDCount()

bool SetAdditionalUniqueColorIDCount ( unsigned int  pCount)

Request additional Unique color IDs.

Parameters
pCountUser should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns
True if Unique ColorId resource is available.

◆ SetMatrix()

SetMatrix ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = True,
bool  pPushUndo = False,
FBEvaluateInfo  pEvaluateInfo = None 
)

Set a matrix for the model.

Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ SetMatrixWithPrecision()

SetMatrixWithPrecision ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = True,
bool  pPushUndo = False,
FBEvaluateInfo  pEvaluateInfo = None,
float  pPrecision = FBMat2EulerDegenerateForPrecision10 
)

Set a matrix for the model.

Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified
pPrecisionIndicate 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() [1/2]

SetSchematicPosition ( FBVector2d  pVector2d)

Set the position in the schematic view for the model.

Parameters
pVector2dPosition to set.

◆ SetSchematicPosition() [2/2]

SetSchematicPosition ( int  pX,
int  pY 
)

Set the position in the schematic view for the model.

Parameters
pXX position to set.
pYY position to set.

◆ SetupPropertiesForShapes()

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.

See sample: ShapeCreation.py.

◆ SetVector()

SetVector ( FBVector3d  pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = True,
bool  pPushUndo = False,
FBEvaluateInfo  pEvaluateInfo = None 
)

Set a vector for the model.

Parameters
pVectorVector to use to set values.
pWhatType of information to set (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ UseFrustumCulling()

bool UseFrustumCulling ( )

Get the current Frustum Culling Status.

Returns
True if model don't use frustum culling currently.

Member Data Documentation

◆ AnimationNode

FBAnimationNode AnimationNode

Read Only Property: Animation node of the model.

◆ BlendShapeDeformable

bool BlendShapeDeformable

Read Write Property: Model blend-shape deformable. Not Savable

◆ CastsShadows

bool CastsShadows

Read Write Property: If true, the geometry will produce shadows.

◆ Children

FBListModel Children

List: Children for model.

◆ ConstrainDeformable

bool ConstrainDeformable

Read Write Property: Model constraint deformable. Not Savable

◆ Deformers

FBListDeformer Deformers

List: Deformers (Skeleton Deformer or Point Cache Deformer).

◆ GeometricRotation

FBVector3d GeometricRotation

Read Write Property: Geometric rotation.

◆ GeometricScaling

FBVector3d GeometricScaling

Read Write Property: Geometric scaling.

◆ GeometricTranslation

FBVector3d GeometricTranslation

Read Write Property: Geometric translation.

◆ Geometry

FBGeometry Geometry

Read Write Property: Geometry for the model.

◆ GeometryUpdateId

int GeometryUpdateId

Read Only Property: model geometry (vertex data) related update id.

◆ Icon3D

bool Icon3D

Read Write Property: Is model a 3D icon?

◆ IsConstrained

bool IsConstrained

Read Only Property: Is model constrained?

◆ IsDeformable

bool IsDeformable

Read Only Property: Is model deformable?

◆ LookAt

FBModel LookAt

Read Write Property: Look at model (interest point).

◆ Materials

FBListMaterial Materials

List: Materials for model.

◆ ModelVertexData

FBModelVertexData ModelVertexData

Read Only Property: ModelVertexData for the model.

◆ Parent

FBModel Parent

Read Write Property: Parent model.

◆ Pickable

bool Pickable

Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'.

◆ PointCacheDeformable

bool PointCacheDeformable

Read Write Property: Model point cache deformable. Not Savable

◆ PointCacheRecord

bool PointCacheRecord

Read Write Property: Record Point Cache for model? Not Savable

◆ PostRotation

FBVector3d PostRotation

Read Write Property: Post Rotation (considered if RotationActive is true)

◆ PreRotation

FBVector3d PreRotation

Read Write Property: Pre Rotation (considered if RotationActive is true)

◆ PrimaryVisibility

bool PrimaryVisibility

Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off.

◆ QuaternionInterpolate

bool QuaternionInterpolate

Read Write Property: Use quaternion interpolation.

◆ ReceiveShadows

bool ReceiveShadows

Read Write Property: If true, the geometry will receive shadows.

◆ Rotation

FBAnimatableVector3d Rotation

Read Write Property: Lcl rotation.

◆ RotationActive

bool RotationActive

Read Write Property: Is model using Rotation Limits?

◆ RotationMax

FBVector3d RotationMax

Read Write Property: Max Rotation Limit (considered if RotationActive is true)

◆ RotationMaxX

bool RotationMaxX

Read Write Property: Is model using Maximum Rotation Limits On X?

◆ RotationMaxY

bool RotationMaxY

Read Write Property: Is model using Maximum Rotation Limits On Y?

◆ RotationMaxZ

bool RotationMaxZ

Read Write Property: Is model using Maximum Rotation Limits On Z?

◆ RotationMin

FBVector3d RotationMin

Read Write Property: Min Rotation Limit (considered if RotationActive is true)

◆ RotationMinX

bool RotationMinX

Read Write Property: Is model using Minimum Rotation Limits On X?

◆ RotationMinY

bool RotationMinY

Read Write Property: Is model using Minimum Rotation Limits On Y?

◆ RotationMinZ

bool RotationMinZ

Read Write Property: Is model using Minimum Rotation Limits On Z?

◆ RotationOrder

FBModelRotationOrder RotationOrder

Read Write Property: Rotation order.

◆ RotationSpaceForLimitOnly

bool RotationSpaceForLimitOnly

Read Write Property: Apply Post Rotation Matrix only for Limits?

◆ Scaling

FBAnimatableVector3d Scaling

Read Write Property: Lcl scaling.

◆ Scene

FBScene Scene

Read Only Property: Scene containing the model.

◆ Shaders

FBListShader Shaders

List: Shaders for model.

◆ ShadingMode

FBModelShadingMode ShadingMode

Read Write Property: Shading mode for the model.

◆ Show

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'.

◆ SkeletonDeformable

bool SkeletonDeformable

Read Write Property: Model skeleton deformable. Not Savable

◆ SoftSelected

bool SoftSelected

Read Write Property: Is model Soft selected?

◆ Textures

FBListTexture Textures

List: Textures with Special UseType (Other than "Color" which should connect to materials).

◆ Transformable

bool Transformable

Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'.

◆ Translation

FBAnimatableVector3d Translation

Read Write Property: Lcl translation.

◆ UniqueColorId

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.

◆ UpVector

FBModel UpVector

Read Write Property: UpVector model.

◆ Visibility

FBAnimatableBool Visibility

Read Write Property: Visibility of model. This can be overridden by the 'Show' property.

◆ VisibilityInheritance

bool VisibilityInheritance

Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants