See samples: CopyAnimation.py, ClearKeysOnSelectedModels.py, TraversingRelationConstraint.py, FCurveEditor.py. More...
#include <pyfbsdk.h>

Public Member Functions | |
| FBAnimationNode (str pName=None) | |
| Constructor. | |
| FBTime | ConvertGlobalToNodeTime (FBTime pKeyTime) |
| Convert global time to node time. | |
| FBTime | ConvertNodeToGlobalTime (FBTime pKeyTime) |
| Convert node time to global time. | |
| FBAnimationNode | GetAnimationToPlay () |
| Get animation node to play from. | |
| FBAnimationNode | GetAnimationToRecord () |
| Get animation node to record to. | |
| int | GetDataDoubleArrayCount () |
| If the DataPtr is of numeric value type ... get the size of the array ex: Light Intensity:1, Translation 3. | |
| int | GetSizeOfData () |
| Get sizeof void Data Ptr. | |
| bool | IsKey () |
| Verifies if there is a key at the current. | |
| KeyAdd (FBTime pTime, float pData, FBInterpolation pInterpolation=kFBInterpolationCubic, FBTangentMode pTangentMode=kFBTangentModeAuto) | |
| Add a key to the animation node. | |
| KeyAdd (float pData, FBInterpolation pInterpolation=kFBInterpolationCubic, FBTangentMode pTangentMode=kFBTangentModeAuto) | |
| Add a key to the animation node at current time. | |
| KeyCandidate (FBTime pTime=FBTime::Infinity) | |
| Keys the current candidate values if no time is specified, at current time. | |
| KeyRemove () | |
| Remove key at current time. | |
| KeyRemoveAt (FBTime pTime) | |
| Remove key at the specified time. | |
| bool | ReadData (float Data, FBEvaluateInfo pEvaluateInfo, bool pConvertGlobalToLocal=False) |
| Read data from animation node. | |
| bool | ReadData (float Data, FBTime pTime, bool pConvertGlobalToLocal=False) |
| Read data from animation node. | |
| bool | ReadData (float Data) |
| Read the last data evaluated for this animation node ... this call doesn't generate a pull on the connection attached to this AnimationNode. | |
| SetBufferType (bool pGlobal) | |
| Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE. | |
| bool | SetCandidate (float Data, bool pCheckLocked=False) |
| Set the current candidate values for current time. | |
| bool | WriteData (float Data, FBEvaluateInfo pEvaluateInfo) |
| Write data to animation node. | |
Public Member Functions inherited from FBComponent | |
| FBComponent () | |
| Constructor. | |
| str | ClassName () |
| Get the class name. | |
| DisableObjectFlags (FBObjectFlag pFlags) | |
| Disable a specific Object Flags. | |
| EnableObjectFlags (FBObjectFlag pFlags) | |
| Enable a specific Object Flags. | |
| bool | FBCreate () |
| Open Reality Creation function. | |
| FBDelete () | |
| Open Reality deletion function. | |
| FBDestroy () | |
| Open Reality destruction function. | |
| FBObjectFlag | GetObjectFlags () |
| Get all Object Flags (concatenated). | |
| bool | GetObjectStatus (FBObjectStatus pStatus) |
| Check to see if an object status is enabled. | |
| FBFileReference | GetOwnerFileReference (p0) |
| Get the owner FileReference object. | |
| HardSelect () | |
| HardSelect. | |
| bool | HasObjectFlags (FBObjectFlag pFlags) |
| Check whether a specific object flag is enabled. | |
| bool | Is (int pTypeId) |
| Returns true if object is of type TypeId. | |
| bool | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
| ProcessNamespaceHierarchy. | |
| bool | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) |
| ProcessObjectNamespace. | |
| int | PropertyAdd (FBProperty pProperty) |
| Add a property to the component's property manager. | |
| bool | PropertyAddReferenceProperty (FBProperty pReferenceProperty) |
| Add a reference property to the component's property manager. | |
| FBProperty | PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None) |
| Create user or dynamic property. | |
| PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags) | |
| Get list of properties which have been modified since last loading. | |
| PropertyRemove (FBProperty pProperty) | |
| Remove a Property from the component's Property manager. | |
| SetObjectFlags (FBObjectFlag pFlags) | |
| SetObjectFlags. | |
| SetObjectStatus (FBObjectStatus pStatus, bool pValue) | |
| Enable/Disable a specific Object Status. | |
Public Attributes | |
| FBAnimationNodeConnectorType | ConnectorType |
| Read Only Property: Animation node connector type. | |
| FBInterpolation | DefaultInterpolation |
| Read Write Property: Default type of interpolation. | |
| FBFCurve | FCurve |
| Read Write Property: FCurve for animation. See sample: StartKeysAtCurrentTime.py. | |
| int | KeyCount |
| Read Only Property: Number of keys. | |
| str | Label |
| Read Write Property: Label (UI Name). | |
| bool | Live |
| Read Write Property: Is animation live? | |
| FBListAnimationNode | Nodes |
| List: List of animation nodes. | |
| bool | RecordMode |
| Read Write Property: Is the node in recording mode (device connectors)? | |
| str | UserName |
| Read Only Property: Name of animation node. | |
Public Attributes inherited from FBComponent | |
| FBListComponent | Components |
| List: List of components. | |
| str | LongName |
| Read Write Property: Name and namespace for object. | |
| str | Name |
| Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py. | |
| FBListComponent | Parents |
| List: Parents. | |
| FBManager | PropertyList |
| Read Only Property: Manages all of the properties for the component. | |
| bool | Selected |
| Read Write Property: Selected property. | |
| int | TypeInfo |
| Contains the Type information of the object. | |
Public Attributes inherited from FBPlug | |
| str | ClassGroupName |
| ClassGroupName of the object. | |
| int | TypeInfo |
| TypeInfo. | |
See samples: CopyAnimation.py, ClearKeysOnSelectedModels.py, TraversingRelationConstraint.py, FCurveEditor.py.
| FBAnimationNode | ( | str | pName = None | ) |
Constructor.
| pName | Name of animation node (default is NULL). |
Convert global time to node time.
(NOTE: Only used in the context of a story clip)
| pKeyTime | Time of the key to convert. |
Convert node time to global time.
(NOTE: Only used in the context of a story clip)
| pKeyTime | Time of the key to convert. |
| FBAnimationNode GetAnimationToPlay | ( | ) |
Get animation node to play from.
| FBAnimationNode GetAnimationToRecord | ( | ) |
Get animation node to record to.
| int GetDataDoubleArrayCount | ( | ) |
If the DataPtr is of numeric value type ... get the size of the array ex: Light Intensity:1, Translation 3.
| int GetSizeOfData | ( | ) |
Get sizeof void Data Ptr.
| bool IsKey | ( | ) |
Verifies if there is a key at the current.
| KeyAdd | ( | FBTime | pTime, |
| float | pData, | ||
| FBInterpolation | pInterpolation = kFBInterpolationCubic, |
||
| FBTangentMode | pTangentMode = kFBTangentModeAuto |
||
| ) |
Add a key to the animation node.
| pTime | Time to add key at. |
| pData | Value of data to add at pTime. |
| pInterpolation | Interpolation type of the inserted key, default value is Cubic interpolation. |
| pTangentMode | Tangent calculation method of the inserted key, default value is Auto (Smooth). |
| KeyAdd | ( | float | pData, |
| FBInterpolation | pInterpolation = kFBInterpolationCubic, |
||
| FBTangentMode | pTangentMode = kFBTangentModeAuto |
||
| ) |
Add a key to the animation node at current time.
| pData | Value of data to add. |
| pInterpolation | Interpolation type of the inserted key, default value is Cubic interpolation. |
| pTangentMode | Tangent calculation method of the inserted key, default value is Auto (Smooth). |
| KeyCandidate | ( | FBTime | pTime = FBTime::Infinity | ) |
Keys the current candidate values if no time is specified, at current time.
| pTime | Time at which to insert the key. |
| KeyRemove | ( | ) |
Remove key at current time.
| KeyRemoveAt | ( | FBTime | pTime | ) |
Remove key at the specified time.
| pTime | Time for the key |
Read the last data evaluated for this animation node ... this call doesn't generate a pull on the connection attached to this AnimationNode.
No validation is done on the pointer size. You must provide a buffer that is at least GetSizerOfData() size.
| Data | Data to read from animation node. |
| bool ReadData | ( | float | Data, |
| FBEvaluateInfo | pEvaluateInfo, | ||
| bool | pConvertGlobalToLocal = False |
||
| ) |
Read data from animation node.
| Data | Data to read from animation node. |
| pEvaluateInfo | Node evaluation information (access to system and local time). |
| pConvertGlobalToLocal | If global transform data is read, convert it to local data. |
Read data from animation node.
This will launch a new evaluation buffer to read the data and therefore this call is only safe if it is executed from the main thread, e.g. within a tool. In all other cases, you should use ReadData( double Data, FBEvaluateInfo pEvalInfo );
| Data | Data to read from animation node. |
| pTime | Time to read. |
| pConvertGlobalToLocal | If global transform data is read, convert it to local data. |
| SetBufferType | ( | bool | pGlobal | ) |
Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.
| pGlobal | Is buffer local or global. |
Set the current candidate values for current time.
| pCheckLocked | Decides whether to check the locked status. |
| bool WriteData | ( | float | Data, |
| FBEvaluateInfo | pEvaluateInfo | ||
| ) |
Write data to animation node.
| Data | Data to write to animation node. |
| pEvaluateInfo | Node evaluation information (access to system and local time). |
| FBAnimationNodeConnectorType ConnectorType |
Read Only Property: Animation node connector type.
| FBInterpolation DefaultInterpolation |
Read Write Property: Default type of interpolation.
| FBFCurve FCurve |
Read Write Property: FCurve for animation. See sample: StartKeysAtCurrentTime.py.
| int KeyCount |
Read Only Property: Number of keys.
| str Label |
Read Write Property: Label (UI Name).
| bool Live |
Read Write Property: Is animation live?
| FBListAnimationNode Nodes |
List: List of animation nodes.
| bool RecordMode |
Read Write Property: Is the node in recording mode (device connectors)?
| str UserName |
Read Only Property: Name of animation node.