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

Access to the MotionBuilder scene. More...

#include <pyfbsdk_generated.h>

Inheritance diagram for FBScene:

Public Member Functions

 FBScene ()
 Constructor.
 
bool CandidateEvaluationAndResolve ()
 Resolving the Candidate.
 
int CleanEmptyGroups ()
 Remove all empty groups present in the scene.
 
int CleanEmptyRelationConstraints ()
 Remove all empty relation constraints present in the scene.
 
int CleanEmptySets ()
 Remove all empty sets present in the scene.
 
int CleanInactiveConstraints ()
 Remove all inactive constraints present in the scene.
 
int CleanRelationConstraintsUnusedBoxes ()
 Remove all unused boxes in relations constraints present in the scene.
 
int CleanUnusedAudioClips ()
 Remove all unused audio clips present in the scene.
 
int CleanUnusedMaterials ()
 Remove all unused materials present in the scene.
 
int CleanUnusedShaders ()
 Remove all unused shaders present in the scene.
 
int CleanUnusedTextures ()
 Remove all unused textures present in the scene.
 
int CleanUnusedVideoClips ()
 Remove all unused video clips present in the scene.
 
bool Evaluate ()
 Evaluate the scene.
 
bool EvaluateDeformations ()
 Evaluate the deformations of the scene.
 
 FBDelete ()
 Virtual FBDelete function.
 
 GetScriptsPaths (FBStringList pPathList)
 Get paths of all the python scripts object in the scene.
 
bool NamespaceCleanup ()
 Remove all empty namespaces.
 
bool NamespaceDelete (str pNamespace)
 Delete the namespace & all its content.
 
bool NamespaceDeleteContent (str pNamespace, FBPlugModificationFlag pModificationFlags=kFBPlugAllContent, bool pRecursive=True, int pTypeInfo=FBPlug::TypeInfo, bool pExactTypeMatch=False)
 Delete the namespace content.
 
bool NamespaceEmpty (str pNamespace)
 Query if namespace is empty.
 
bool NamespaceExist (str pNamespace)
 Query if namespace exists.
 
bool NamespaceExport (str pNamespace, str pFilePath, bool pASCIIFormat=False)
 Export scene content within namespace to file.
 
FBNamespace NamespaceGet (str pNamespace)
 Get Namespace object.
 
int NamespaceGetChildrenList (FBStringList pNamespaceList, str pNamespace=None, bool pRecursive=True)
 Get list of children namespaces in the given namespace.
 
 NamespaceGetContentList (FBComponentList pContentList, str pNamespace, FBPlugModificationFlag pModificationFlags=kFBPlugAllContent, bool pRecursive=True, int pTypeInfo=FBPlug::TypeInfo, bool pExactTypeMatch=False)
 Get List of the namespace content.
 
FBFileReference NamespaceGetOwnerFileReference (str pNamespace)
 Get Owner FileReference object if the namespace is originated from File Reference.
 
bool NamespaceImport (str pNamespace, str pFilePath, bool pAsFileReference=False)
 Import file into Namespace (or as file reference)
 
bool NamespaceImportToMultiple (FBStringList pDstNamespaceList, str pFilePath, bool pAsFileReference=False)
 Import file into multiple Namespaces (or as file references)
 
bool NamespaceRename (str pNameSpace, str pNewNamespace, bool pRecursive=True, int pTypeInfo=FBPlug::TypeInfo, bool pExactTypeMatch=False)
 Rename the namespace.
 
 NamespaceSelectContent (str pNamespace, bool pSelect, FBPlugModificationFlag pModificationFlags=kFBPlugAllContent, bool pRecursive=True, int pTypeInfo=FBPlug::TypeInfo, bool pExactTypeMatch=False)
 Select (or de-select) the namespace content.
 
- 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

FBListActorFace ActorFaces
 List: ActorFaces in scene.

 
FBListActor Actors
 List: Actors in scene.

 
FBListAudioClip AudioClips
 List: Audio clips in scene.

 
FBListCamera Cameras
 List: Cameras in scene.

 
FBListCharacterExtension CharacterExtensions
 List: Character extensions available in the scene.

 
FBListCharacterFace CharacterFaces
 List: Character faces in scene.

 
FBListCharacterMarkerSet CharacterMarkerSets
 List: Character marker sets in scene.

 
FBListCharacterPose CharacterPoses
 List: Character poses in scene.

 
FBListCharacter Characters
 List: Characters in scene.

 
FBListComponent Components
 List: Generic List of components.

 
FBListConstraintSolver ConstraintSolvers
 List: Constraint Solvers present in the scene.

 
FBListConstraint Constraints
 List: Constraints in scene.

 
FBListControlSet ControlSets
 List: Control set rigs in scene.

 
FBListDeformer Deformers
 List: Deformers for scene.

 
FBListDevice Devices
 List: Devices for scene.

 
FBListFileReference FileReferences
 List: FileReference available in the scene.

 
FBListFolder Folders
 List: Folders in scene.

 
FBListGroup Groups
 List: Groups available in the scene.

 
FBListHUD HUDs
 Read Only Property: Heads Up Displays in the scene.

 
FBListHandle Handles
 List: Handles present in the scene.

 
FBListKeyingGroup KeyingGroups
 Read Write Property: Keying Groups in the scene.

 
FBListLight Lights
 List: Lights in scene.

 
FBListMarkerSet MarkerSets
 List: Marker sets in scene.

 
FBListMaterial Materials
 List: Materials for scene.

 
FBListModelOptical ModelOpticals
 Read Write Property: Optical Data in the scene.

 
FBListModelSkeleton ModelSkeletons
 Read Write Property: Bones (Skeletons) in the scene.

 
FBListMotionClip MotionClips
 List: Motion clips in scene.

 
FBListNamespace Namespaces
 List: Namespace (include FileReference) available in the scene

 
FBListNote Notes
 List: Notes in scene.

 
FBListObjectPose ObjectPoses
 List: ObjectPoses in scene.

 
FBEvent OnChange
 Event: Something in the scene has happened.(FBEventSceneChange)

 
FBEvent OnTakeChange
 Event: Something related to a take has happened.(FBEventTakeChange)

 
FBListPhysicalProperties PhysicalProperties
 List: PhysicalProperties present in the scene.

 
FBListPose Poses
 List: Poses in scene.

 
FBRenderer Renderer
 Read Only Property: Local renderer.

 
FBModel RootModel
 Read Only Property: Scene Root model for that scene

 
FBListSet Sets
 List: Sets available in the scene.

 
FBListShader Shaders
 List: Shaders for scene.

 
FBListTake Takes
 List: Takes for scene.

 
FBListTexture Textures
 List: Textures for scene.

 
FBListUserObject UserObjects
 List: User objects

 
FBListVideoClip VideoClips
 List: Video clips in scene.

 
- 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

Access to the MotionBuilder scene.


In MotionBuilder, the scene is the environment where your models exist. The scene contains models which you can import, select, transform, copy, tweak, and animate.The FBScene object is obtained from the scene attribute of FBSystem.The FBScene class contains many attributes that you can use to access objects, e.g cameras, characters, lights, and takes, essentially everything you see in the Navigator in the UI. A project can only contain one scene, and if you try to create an instance of a scene you will get an error, so you must access the scene by getting a handle through FBSystem.

myScene = FBSystem().Scene
Provides access to the underlying system, and the MotionBuilder scene.
Definition: pyfbsdk_generated.h:18771
FBScene Scene
Read Only Property: Scene.
Definition: pyfbsdk_generated.h:18884

See also the C++ code sample in toolscene.

See samples: InsertCurrentTake.py, DeleteUnusedMedia.py, MirrorPoseOverTime.py, SelectModelsWithNameContainingSubstring.py, SetAllCamerasBackgroundColorFromFirstSelectedCamera.py, StartDevice.py.

Constructor & Destructor Documentation

◆ FBScene()

FBScene ( )

Constructor.

Client code cannot instantiate objects of this class. The FBSystem class provides access to the current scene object.

Member Function Documentation

◆ CandidateEvaluationAndResolve()

bool CandidateEvaluationAndResolve ( )

Resolving the Candidate.

Returns
true if successful.

◆ CleanEmptyGroups()

int CleanEmptyGroups ( )

Remove all empty groups present in the scene.

Returns
The number of empty groups removed.

◆ CleanEmptyRelationConstraints()

int CleanEmptyRelationConstraints ( )

Remove all empty relation constraints present in the scene.

Returns
The number of empty relation constraints removed.

◆ CleanEmptySets()

int CleanEmptySets ( )

Remove all empty sets present in the scene.

Returns
The number of empty sets removed.

◆ CleanInactiveConstraints()

int CleanInactiveConstraints ( )

Remove all inactive constraints present in the scene.

Returns
The number of inactive constraints removed.

◆ CleanRelationConstraintsUnusedBoxes()

int CleanRelationConstraintsUnusedBoxes ( )

Remove all unused boxes in relations constraints present in the scene.

Returns
The number of unused boxes in relations constraints removed.

◆ CleanUnusedAudioClips()

int CleanUnusedAudioClips ( )

Remove all unused audio clips present in the scene.

Returns
The number of unused audio clips removed.

◆ CleanUnusedMaterials()

int CleanUnusedMaterials ( )

Remove all unused materials present in the scene.

Returns
The number of unused material removed.

◆ CleanUnusedShaders()

int CleanUnusedShaders ( )

Remove all unused shaders present in the scene.

Returns
The number of unused shaders removed.

◆ CleanUnusedTextures()

int CleanUnusedTextures ( )

Remove all unused textures present in the scene.

Returns
The number of unused textures removed.

◆ CleanUnusedVideoClips()

int CleanUnusedVideoClips ( )

Remove all unused video clips present in the scene.

Returns
The number of unused video clips removed.

◆ Evaluate()

bool Evaluate ( )

Evaluate the scene.

Returns
true if successful.
Note
MoBu's is highly optimized for real-time performance, due to its multi-thread, double buffer and lazy-evaluation architecture, complex scripts are often required to call FBScene::Evaluate() to commit previous scene change commands before execute following operations. Also, certain operations in SDK may require cached data to be reevaluated. In typical large scenes this call may be consider as very costly. That's why user is responsible to design code in the way that requires as little as possible calls to FBScene::Evaluate. We should consider use FBScene::Evaluate() between scene change commands as "common scripting practice

◆ EvaluateDeformations()

bool EvaluateDeformations ( )

Evaluate the deformations of the scene.

Returns
true if successful.

◆ FBDelete()

FBDelete ( )

Virtual FBDelete function.

See sample: DeleteHierarchy.py.

◆ GetScriptsPaths()

GetScriptsPaths ( FBStringList  pPathList)

Get paths of all the python scripts object in the scene.

Parameters
pPathListOut parameter, to collect the path of python scripts.

◆ NamespaceCleanup()

bool NamespaceCleanup ( )

Remove all empty namespaces.

During some namespace operations, empty namespace may left over, while this is not harmful but could be annoying. Save the scene and load it back those empty namespaces will disappear. And this function also allow user to remove all empty namespaces from the scene easily via SDK.

Returns
True if operation successfully.

◆ NamespaceDelete()

bool NamespaceDelete ( str  pNamespace)

Delete the namespace & all its content.

Parameters
pNamespacethe namespace to work on
Returns
True if operation successfully, False is this namespace doesn't exist, or is locked (by FileReferencing or etc.,)

◆ NamespaceDeleteContent()

bool NamespaceDeleteContent ( str  pNamespace,
FBPlugModificationFlag  pModificationFlags = kFBPlugAllContent,
bool  pRecursive = True,
int  pTypeInfo = FBPlug::TypeInfo,
bool  pExactTypeMatch = False 
)

Delete the namespace content.

Parameters
pNamespacethe namespace to work on
pModificationFlagsbitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursiveTrue only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfothe typeInfo of the type of interested object, default for all the objects.
pExactTypeMatchif True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel::TypeInfo).
Returns
False is the given namespace doesn't exist, or is locked (by FileRef or etc.,), True otherwise.
Note
Not all the objects will be deletable (system objects and etc.,). Deletion of partial FileRef content isn't prevented, however the behavior is undefined.

◆ NamespaceEmpty()

bool NamespaceEmpty ( str  pNamespace)

Query if namespace is empty.

Parameters
pNamespacethe namespace to query, NULL for whole scene.
Returns
True if the namespace (don't include nested children namespace) is empty

◆ NamespaceExist()

bool NamespaceExist ( str  pNamespace)

Query if namespace exists.

Parameters
pNamespacethe namespace to query
Returns
True if the namespace exist, otherwise return False.

◆ NamespaceExport()

bool NamespaceExport ( str  pNamespace,
str  pFilePath,
bool  pASCIIFormat = False 
)

Export scene content within namespace to file.

Parameters
pNamespacethe namespace to use, must exist
pFilePaththe referenced file path to export.
pASCIIFormatsave the file in ASCII format.
Returns
True if successfully.

◆ NamespaceGet()

FBNamespace NamespaceGet ( str  pNamespace)

Get Namespace object.

Parameters
pNamespacethe namespace to query
Returns
Namespace with exact name matching

◆ NamespaceGetChildrenList()

int NamespaceGetChildrenList ( FBStringList  pNamespaceList,
str  pNamespace = None,
bool  pRecursive = True 
)

Get list of children namespaces in the given namespace.

Parameters
pNamespaceListthe list of namespace to return.
pNamespacespecify the parent namespace, NULL for the whole scene.
pRecursiveTrue only work on the direct children level namespace, otherwise will work on the whole children namespace hierarchy recursively.
Returns
the list of children namespaces.

◆ NamespaceGetContentList()

NamespaceGetContentList ( FBComponentList  pContentList,
str  pNamespace,
FBPlugModificationFlag  pModificationFlags = kFBPlugAllContent,
bool  pRecursive = True,
int  pTypeInfo = FBPlug::TypeInfo,
bool  pExactTypeMatch = False 
)

Get List of the namespace content.

Parameters
pContentListthe list of content to return.
pNamespacethe namespace to work on, NULL for whole scene.
pModificationFlagsbitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursiveTrue only work on the direct children level namespace, otherwise will work on the whole children namespace hierarchy recursively.
pTypeInfothe typeInfo of the type of interested object, 0 for all the objects.
pExactTypeMatchif True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel::TypeInfo).

◆ NamespaceGetOwnerFileReference()

FBFileReference NamespaceGetOwnerFileReference ( str  pNamespace)

Get Owner FileReference object if the namespace is originated from File Reference.

Parameters
pNamespacethe namespace to work on, could be nested namespace inside the FileReference's namespace.
Returns
the FileReference object is the namespace is originated from. NULL otherwise.

◆ NamespaceImport()

bool NamespaceImport ( str  pNamespace,
str  pFilePath,
bool  pAsFileReference = False 
)

Import file into Namespace (or as file reference)

Parameters
pNamespacethe namespace to import to, must be in editable scope.
pFilePaththe referenced file path to import.
pAsFileReferenceimport the file as file reference. The default value is false.
Returns
True if successfully.

◆ NamespaceImportToMultiple()

bool NamespaceImportToMultiple ( FBStringList  pDstNamespaceList,
str  pFilePath,
bool  pAsFileReference = False 
)

Import file into multiple Namespaces (or as file references)

Parameters
pDstNamespaceListthe Dst namespaces list to import, must not exist or be self contained.
pFilePaththe referenced file path to import.
pAsFileReferenceimport the file as file reference. The default value is false.
Returns
True if successfully.
Note
Nested destination namespaces are not allowed (e.g. a DstNamespaceList contains "NS1" and "NS1:NS2" will return False).

◆ NamespaceRename()

bool NamespaceRename ( str  pNameSpace,
str  pNewNamespace,
bool  pRecursive = True,
int  pTypeInfo = FBPlug::TypeInfo,
bool  pExactTypeMatch = False 
)

Rename the namespace.

Parameters
pNameSpacethe namespace to work on, NULL for whole scene.
pNewNamespacethe new namespace
pRecursiveTrue only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfothe typeInfo of the type of interested object, default for all the objects.
pExactTypeMatchif True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel::TypeInfo).
Returns
True if operation successfully, False is this namespace (or pTypeInfo type of objects) doesn't exist, or locked (by FileReferencing or etc.,)
Note
call with default parameters is considered as renaming of the whole namespace structure, otherwise will be considered as partially renaming individual objects. Renaming permission will be validated accordingly.

◆ NamespaceSelectContent()

NamespaceSelectContent ( str  pNamespace,
bool  pSelect,
FBPlugModificationFlag  pModificationFlags = kFBPlugAllContent,
bool  pRecursive = True,
int  pTypeInfo = FBPlug::TypeInfo,
bool  pExactTypeMatch = False 
)

Select (or de-select) the namespace content.

Parameters
pNamespacethe namespace to work on, NULL for whole scene.
pSelectTrue (or False) indicate to select (or de-select)
pModificationFlagsbitwise combination of kFBConnectionSrcObjectModified, kFBConnectionDstObjectModified, kFBConnectionSrcPropertyModified, kFBConnectionDstPropertyModified flags. kFBPlugAllContent means all the content. Modification flags beside kFBPlugAllContent will only work on FileReference Namespace.
pRecursiveTrue only work on the direct children level namespace, otherwise will work on the children namespace hierarchy recursively.
pTypeInfothe typeInfo of the type of interested object, default for all the objects.
pExactTypeMatchif True, the derived typeInfo won't be considered (For example, FBCamera won't be considered when passing FBModel::TypeInfo).

Member Data Documentation

◆ ActorFaces

FBListActorFace ActorFaces

List: ActorFaces in scene.

◆ Actors

FBListActor Actors

List: Actors in scene.

◆ AudioClips

FBListAudioClip AudioClips

List: Audio clips in scene.

◆ Cameras

FBListCamera Cameras

List: Cameras in scene.

◆ CharacterExtensions

FBListCharacterExtension CharacterExtensions

List: Character extensions available in the scene.

◆ CharacterFaces

FBListCharacterFace CharacterFaces

List: Character faces in scene.

◆ CharacterMarkerSets

FBListCharacterMarkerSet CharacterMarkerSets

List: Character marker sets in scene.

◆ CharacterPoses

FBListCharacterPose CharacterPoses

List: Character poses in scene.

◆ Characters

FBListCharacter Characters

List: Characters in scene.

◆ Components

FBListComponent Components

List: Generic List of components.

◆ Constraints

FBListConstraint Constraints

List: Constraints in scene.

◆ ConstraintSolvers

FBListConstraintSolver ConstraintSolvers

List: Constraint Solvers present in the scene.

◆ ControlSets

FBListControlSet ControlSets

List: Control set rigs in scene.

◆ Deformers

FBListDeformer Deformers

List: Deformers for scene.

◆ Devices

FBListDevice Devices

List: Devices for scene.

◆ FileReferences

FBListFileReference FileReferences

List: FileReference available in the scene.

◆ Folders

FBListFolder Folders

List: Folders in scene.

◆ Groups

FBListGroup Groups

List: Groups available in the scene.

◆ Handles

FBListHandle Handles

List: Handles present in the scene.

◆ HUDs

FBListHUD HUDs

Read Only Property: Heads Up Displays in the scene.

◆ KeyingGroups

FBListKeyingGroup KeyingGroups

Read Write Property: Keying Groups in the scene.

◆ Lights

FBListLight Lights

List: Lights in scene.

◆ MarkerSets

FBListMarkerSet MarkerSets

List: Marker sets in scene.

◆ Materials

FBListMaterial Materials

List: Materials for scene.

◆ ModelOpticals

FBListModelOptical ModelOpticals

Read Write Property: Optical Data in the scene.

◆ ModelSkeletons

FBListModelSkeleton ModelSkeletons

Read Write Property: Bones (Skeletons) in the scene.

◆ MotionClips

FBListMotionClip MotionClips

List: Motion clips in scene.

◆ Namespaces

FBListNamespace Namespaces

List: Namespace (include FileReference) available in the scene

◆ Notes

FBListNote Notes

List: Notes in scene.

◆ ObjectPoses

FBListObjectPose ObjectPoses

List: ObjectPoses in scene.

◆ OnChange

FBEvent OnChange

Event: Something in the scene has happened.(FBEventSceneChange)

◆ OnTakeChange

FBEvent OnTakeChange

Event: Something related to a take has happened.(FBEventTakeChange)

◆ PhysicalProperties

FBListPhysicalProperties PhysicalProperties

List: PhysicalProperties present in the scene.

◆ Poses

FBListPose Poses

List: Poses in scene.

◆ Renderer

FBRenderer Renderer

Read Only Property: Local renderer.

◆ RootModel

FBModel RootModel

Read Only Property: Scene Root model for that scene

◆ Sets

FBListSet Sets

List: Sets available in the scene.

◆ Shaders

FBListShader Shaders

List: Shaders for scene.

◆ Takes

FBListTake Takes

List: Takes for scene.

◆ Textures

FBListTexture Textures

List: Textures for scene.

◆ UserObjects

FBListUserObject UserObjects

List: User objects

◆ VideoClips

FBListVideoClip VideoClips

List: Video clips in scene.