A character is the link between a motion source and a character model. More...
#include <pyfbsdk.h>
Public Member Functions | |
FBCharacter (str pName) | |
Constructor. | |
AddCharacterExtension (FBCharacterExtension pExt) | |
AddCharacterExtension. | |
FBCharacter | Clone () |
Clone the character. | |
ConnectControlRig (FBControlSet pControlSet, bool pUpdateLimit, bool pResetHierarchy) | |
Connect a Control-Rig to the character. | |
CopyAnimation () | |
Copy the animation from the input character to us. | |
bool | CreateAuxiliary (FBEffectorId pEffectorId, bool pPivot, float pAuxReachT=100, float pAuxReachR=100) |
Create auxiliary on effector. | |
bool | CreateCharacterMarkerSet (bool pSetActive) |
Create the Character Marker Set. | |
bool | CreateControlRig (bool pSetFKIK) |
Create the Control-Rig. | |
CycleAnalysisCurrentCharacter () | |
Run Cycle Analysis on current character. | |
DisconnectControlRig () | |
Disconnect the Control-Rig from the character. | |
FBDelete () | |
Actual Character destructor. | |
GetActiveBodyPart (bool pActivePart) | |
Get the active body part array. | |
FBCharacterMarkerSet | GetCharacterMarkerSet (bool pForce=False) |
Obtain Input CharacterMarkerSet. | |
bool | GetCharacterize () |
Get Characterize flag. | |
str | GetCharacterizeError () |
Get error message for the previous SetCharacterizeOn operation. | |
FBModel | GetCtrlRigModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part in the Control Rig of the character. | |
FBControlSet | GetCurrentControlSet (bool pForce=False) |
Obtain Input ControlSet. | |
FBCycleAnalysisNode | GetCycleAnalysisNode () |
Get the Cycle Analysis Node from the current character. | |
FBModel | GetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault) |
Get the model associated with each effector in the Control Rig of the character. | |
FBCharacterSolver | GetExternalSolver () |
Get a pointer to the external solver of a character, or NULL is no external solver is used on the character. | |
FBVisibilityState | GetFKVisibility () |
Get the FK visibility state. | |
FBModel | GetFloorContactModel (FBFloorContactID pMemberIndex) |
Get the model associated with the floor contact ID. | |
FBModel | GetGoalModel (FBBodyNodeId pBodyNodeId) |
Get the goal model associated with each body part in the Character Marker Set of the character. | |
FBVisibilityState | GetIKVisibility () |
Get the IK visibility state. | |
FBBodyNodeId | GetIndexByModel (FBModel pModel) |
Get the index associated with Given Model. | |
FBModel | GetModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part of the character. | |
GetParentROffset (FBBodyNodeId pBodyNodeId, FBRVector pRVector) | |
GetROffset (FBBodyNodeId pBodyNodeId, FBRVector pRVector) | |
GetSOffset (FBBodyNodeId pBodyNodeId, FBSVector pSVector) | |
FBVisibilityState | GetSkeletonVisibility () |
Get the skeleton visibility state. | |
GetSkinModelList (FBModelList pSkinModelList) | |
Get the skin model associated with character bones. | |
GetTOffset (FBBodyNodeId pBodyNodeId, FBTVector pTVector) | |
GetTransformOffset (FBBodyNodeId pBodyNodeId, FBMatrix pOffsetMatrix) | |
GoToStancePose (bool pPushUndo=False, bool pIncludeCharacterExtensions=True) | |
Set the character in stance pose. | |
bool | IsParentNodeOffset (FBBodyNodeId pNodeId) |
Check if there is an offset on Parent. | |
bool | IsRotationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in Rotation (Manipulation). | |
bool | IsTranslationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in Translation (Manipulation). | |
bool | PlotAnimation (FBCharacterPlotWhere pPlotWhere, FBPlotOptions pPlotOptions) |
Plot the animation of the character. | |
bool | ReadyForRetarget () |
Test if character is ready for the Retarget operation (basically, is it in character input ?). | |
RemoveCharacterExtension (FBCharacterExtension pExt) | |
Get the model associated with each body part of the character. | |
ResetProperties (FBCharacterResetProperties pType) | |
Reset the properties of the character. | |
Retarget (bool pOnBaseLayer) | |
Retarget the animation from the input character to us. | |
SelectModels (bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions) | |
Select the objects that make a character. | |
SetCharacterizeOff () | |
Set Characterize flag off. | |
bool | SetCharacterizeOn (bool pSetAsBiped) |
Set the Characterize flag on. | |
SetExternalSolver (int pIndex) | |
Set character external solver. | |
SetExternalSolver (FBCharacterSolver pSolver) | |
Set character solver. | |
bool | SetFKVisibility (bool pState) |
Set the FK visibility state. | |
bool | SetIKVisibility (bool pState) |
Set the IK visibility state. | |
bool | SetRotationPin (FBEffectorId pEffectorIndex, bool pValue) |
Set the object Pinned in Rotation (Manipulation) status. | |
bool | SetSkeletonVisibility (bool pState) |
Set the skeleton visibility state. | |
bool | SetTranslationPin (FBEffectorId pEffectorIndex, bool pValue) |
Set the object Pinned in Translation (Manipulation) status. | |
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FBConstraint (str pName) | |
Constructor. | |
FBAnimationNode | AnimationNodeInCreate (kReference pUserId, FBModel pModel, str pAttribute) |
FBAnimationNode | AnimationNodeInCreate (kReference pUserId, FBProperty pProperty) |
Animation Node Creations (IN). | |
FBAnimationNode | AnimationNodeOutCreate (kReference pUserId, FBModel pModel, str pAttribute) |
Animation Node Creations (IN/OUT). | |
FBConstraint | Clone () |
Clone the constraint. | |
bool | DeformerBind (FBModel pModel) |
Bind/Unbind pModel to deformation constraint. | |
bool | DeformerUnBind (FBModel pModel) |
bool | Disable (FBModel pModel) |
Disable constraint on pModel. | |
FreezeSRT (FBModel pModel, bool pS, bool pR, bool pT) | |
Freeze current model state. | |
FreezeSuggested () | |
Suggest 'freeze'. | |
bool | ReferenceAdd (int pGroupIndex, FBModel pModel) |
Add a reference to a specified group. | |
FBModel | ReferenceGet (int pGroupIndex, int pItemIndex=0) |
Get a reference. | |
int | ReferenceGetCount (int pGroupIndex) |
Get number of references in a specified group. | |
int | ReferenceGroupAdd (str pGroupName, int pMaxItemCount) |
Add a group of references. | |
int | ReferenceGroupGetCount () |
Return the number of reference groups. | |
int | ReferenceGroupGetMaxCount (int pGroupIndex) |
Get the maximum number of items that can exist in the reference group in question. | |
str | ReferenceGroupGetName (int pGroupIndex) |
Get the name of the reference group. | |
bool | ReferenceRemove (int pGroupIndex, FBModel pModel) |
Remove a reference to pModel from the group at pGroupIndex. | |
RemoveAllAnimationNodes () | |
Remove animation nodes. | |
RestoreModelState (FBModel pModel) | |
Restore the saved model state onto pModel. | |
SaveModelState (FBModel pModel, bool pS, bool pR, bool pT) | |
Save current state of pModel. | |
SetupAllAnimationNodes () | |
Setup animation nodes. | |
SnapSuggested () | |
Suggest 'snap'. | |
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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 | |
bool | ActiveInput |
Read Write Property: Is the character input active? | |
FBListCharacterExtension | CharacterExtensions |
List: Character Extensions in the character. | |
FBCharacterContactBehaviour | ContactBehaviour |
Read Write Property: Contact Behavior selection. | |
FBAnimatableDouble | FKFingerMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges. | |
FBAnimatableDouble | FKFingerTipMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges. | |
FBAnimatableDouble | FKThumbTipMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges. | |
FBCharacterHipsTranslationMode | HipsTranslationMode |
Read Write Property: Hips Translation Mode. | |
FBAnimatableBool | HumanFingerLimits |
Read Write Property: Enables/Disables human finger limits during actor solve. | |
FBActor | InputActor |
Read Write Property: The index of the actor used for the input. | |
FBCharacter | InputCharacter |
Read Write Property: The index of the character used for the input. | |
FBCharacterInputType | InputType |
Read Write Property: The input type for the character (ex: Actor). | |
bool | InverseLeftElbow |
Read Write Property: Is left elbow inverted. | |
bool | InverseLeftKnee |
Read Write Property: Is left knee inverted. | |
bool | InverseRightElbow |
Read Write Property: Is right elbow inverted. | |
bool | InverseRightKnee |
Read Write Property: Is right knee inverted. | |
FBCharacterKeyingMode | KeyingMode |
Read Write Property: The current keying mode. | |
bool | LeftElbowKillPitch |
Read Write Property: is Pitch used for Left elbow. | |
FBAnimatableDouble | LeftHandIndexIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandIndexMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandIndexPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandIndexRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandMiddleIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandMiddleMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandMiddlePinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandMiddleRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandPinkyIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandPinkyMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandPinkyPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandPinkyRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandRingIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandRingMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandRingPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | LeftHandRingRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
bool | LeftKneeKillPitch |
Read Write Property: is Pitch used for Left knee. | |
bool | LockX |
Read Write Property: Lock character skeleton in place on X axis. | |
bool | LockY |
Read Write Property: Lock character skeleton in place on Y axis. | |
bool | LockZ |
Read Write Property: Lock character skeleton in place on Z axis. | |
bool | MirrorMode |
Read Write Property: is in mirror mode. | |
bool | RightElbowKillPitch |
Read Write Property: is Pitch used for Right elbow. | |
FBAnimatableDouble | RightHandIndexIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandIndexMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandIndexPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandIndexRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandMiddleIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandMiddleMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandMiddlePinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandMiddleRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandPinkyIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandPinkyMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandPinkyPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandPinkyRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandRingIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandRingMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandRingPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
FBAnimatableDouble | RightHandRingRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs. | |
bool | RightKneeKillPitch |
Read Write Property: is Pitch used for Right knee. | |
FBCharacterRollSolver | RollSolver |
Read Write Property: Roll Solver selection. | |
FBAnimatableDouble | ShoulderCorrection |
Read Write Property: shoulder correction values. | |
bool | SyncMode |
Read Write Property: is character in sync mode. | |
bool | WriteReference |
Read Write Property: are we writing back on reference. | |
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bool | Active |
Read Write Property: Active state. | |
bool | Deformer |
Read Write Property: Is a deformer constraint? | |
str | Description |
Read Write Property: Long description of constraint. | |
bool | HasLayout |
Read Write Property: Does the constraint have a layout? | |
bool | Lock |
Read Write Property: Lock state. | |
FBAction | Snap |
Function Property: Snap constraint. | |
FBAnimatableDouble | Weight |
Read Write Property: Weight of constraint. | |
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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. | |
A character is the link between a motion source and a character model.
These classes are under development and may change dramatically between versions. This class exposes part of the functionality associated with a Character. A character can possess a number of potential sources at the same time, such as an actor and another character, but with only one active at any given time. Before setting the InputType to the desired value, one must make sure to have previously set either the InputCharacter or the InputActor.To obtain the list of characters present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of characters in the property Characters.
The current character selected in the Character tool can be obtained via the FBApplication object.
See samples: CharacterMarkerSet.py, EnableGameModeOnSelectedCharacters_Z.py, MirrorPoseOverTime.py, PlotNonSelectedCharStoryTracks.py, PlotSelectedCharStoryTracks.py.
FBCharacter | ( | str | pName | ) |
Constructor.
pName | Name of new character. |
AddCharacterExtension | ( | FBCharacterExtension | pExt | ) |
AddCharacterExtension.
pExt | extension to be added to the character. |
FBCharacter Clone | ( | ) |
Clone the character.
ConnectControlRig | ( | FBControlSet | pControlSet, |
bool | pUpdateLimit, | ||
bool | pResetHierarchy | ||
) |
Connect a Control-Rig to the character.
pControlSet | The control set to connect. NULL will disconnect the Control-Rig from the character. |
pUpdateLimit | Whether to update the models' limit for a character. E.g. the Pre rotation and post rotation. |
pResetHierarchy | Whether to reset hierarchy for a character. |
CopyAnimation | ( | ) |
Copy the animation from the input character to us.
bool CreateAuxiliary | ( | FBEffectorId | pEffectorId, |
bool | pPivot, | ||
float | pAuxReachT = 100 , |
||
float | pAuxReachR = 100 |
||
) |
Create auxiliary on effector.
pEffectorId | The effector ID. |
pPivot | Create effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set). |
pAuxReachT | Default auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013). |
pAuxReachR | Default auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013). |
Create the Character Marker Set.
pSetActive | True when new input should be set and active. |
Create the Control-Rig.
pSetFKIK | true to use FK/IK or false to use IK only. |
CycleAnalysisCurrentCharacter | ( | ) |
Run Cycle Analysis on current character.
DisconnectControlRig | ( | ) |
Disconnect the Control-Rig from the character.
FBDelete | ( | ) |
Actual Character destructor.
This method is used to delete the actual character object represented by an instance of FBCharacter.
GetActiveBodyPart | ( | bool | pActivePart | ) |
Get the active body part array.
pActivePart | A pointer to an array of bool. On return, the index with a "true" value are active part. |
bool GetCharacterize | ( | ) |
Get Characterize flag.
str GetCharacterizeError | ( | ) |
Get error message for the previous SetCharacterizeOn operation.
FBCharacterMarkerSet GetCharacterMarkerSet | ( | bool | pForce = False | ) |
Obtain Input CharacterMarkerSet.
pForce | If True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input. |
FBModel GetCtrlRigModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part in the Control Rig of the character.
FBControlSet GetCurrentControlSet | ( | bool | pForce = False | ) |
Obtain Input ControlSet.
pForce | If True, will return the current ControlSet even if the character is not in ControlSet Input. |
FBCycleAnalysisNode GetCycleAnalysisNode | ( | ) |
Get the Cycle Analysis Node from the current character.
FBModel GetEffectorModel | ( | FBEffectorId | pEffectorId, |
FBEffectorSetID | pEffectorSetID = FBEffectorSetDefault |
||
) |
Get the model associated with each effector in the Control Rig of the character.
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
FBCharacterSolver GetExternalSolver | ( | ) |
Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.
FBVisibilityState GetFKVisibility | ( | ) |
Get the FK visibility state.
FBModel GetFloorContactModel | ( | FBFloorContactID | pMemberIndex | ) |
Get the model associated with the floor contact ID.
pMemberIndex | Id of the floor contact |
FBModel GetGoalModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the goal model associated with each body part in the Character Marker Set of the character.
FBVisibilityState GetIKVisibility | ( | ) |
Get the IK visibility state.
FBBodyNodeId GetIndexByModel | ( | FBModel | pModel | ) |
Get the index associated with Given Model.
FBModel GetModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part of the character.
GetParentROffset | ( | FBBodyNodeId | pBodyNodeId, |
FBRVector | pRVector | ||
) |
GetROffset | ( | FBBodyNodeId | pBodyNodeId, |
FBRVector | pRVector | ||
) |
FBVisibilityState GetSkeletonVisibility | ( | ) |
Get the skeleton visibility state.
GetSkinModelList | ( | FBModelList | pSkinModelList | ) |
Get the skin model associated with character bones.
Could be deformable model connected to bone via cluster, or non deformable model parented directly under the bones.
pSkinModelList | List to be filled up. (will not be cleared) |
GetSOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBSVector | pSVector | ||
) |
GetTOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBTVector | pTVector | ||
) |
GetTransformOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBMatrix | pOffsetMatrix | ||
) |
Set the character in stance pose.
pPushUndo | Should we push an undo transaction on the undo stack? Don't push undo in non UI thread. |
pIncludeCharacterExtensions | Should the character extensions go to stance pose too? |
bool IsParentNodeOffset | ( | FBBodyNodeId | pNodeId | ) |
Check if there is an offset on Parent.
pNodeId | Node Id to Check. |
bool IsRotationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Rotation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
bool IsTranslationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Translation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
bool PlotAnimation | ( | FBCharacterPlotWhere | pPlotWhere, |
FBPlotOptions | pPlotOptions | ||
) |
Plot the animation of the character.
When plotting onto Control Rig while the Control Rig being the source of the Character, only the selected properties, based on the active keying group, will be plotted.
pPlotWhere | Where to plot a character, control rig or Skeleton |
pPlotOptions | Option parameters for plotting |
bool ReadyForRetarget | ( | ) |
Test if character is ready for the Retarget operation (basically, is it in character input ?).
RemoveCharacterExtension | ( | FBCharacterExtension | pExt | ) |
Get the model associated with each body part of the character.
pExt | extension to be removed to the character. |
ResetProperties | ( | FBCharacterResetProperties | pType | ) |
Reset the properties of the character.
pType | Speficy which properties will be reset. |
Retarget | ( | bool | pOnBaseLayer | ) |
Retarget the animation from the input character to us.
pOnBaseLayer | if true, keys corrections will be made on base layer; else they will be made on another layer. |
Select the objects that make a character.
pSelect | True to select, false to deselect. |
pApplyToCharacter | Should the character constraint be selected ? |
pApplyToRig | should The rig (and its children) be selected ? |
pApplyToExtensions | Should the character extensions (and their children) be selected ? |
SetCharacterizeOff | ( | ) |
Set Characterize flag off.
Set the Characterize flag on.
pSetAsBiped | true to use biped characterization or false to use quadruped. |
SetExternalSolver | ( | FBCharacterSolver | pSolver | ) |
Set character solver.
pSolver | Character solver that will be used by the character. |
SetExternalSolver | ( | int | pIndex | ) |
Set character external solver.
pIndex | Index of external solver. |
Set the FK visibility state.
pState | The FK visibility state. |
Set the IK visibility state.
pState | The IK visibility state. |
bool SetRotationPin | ( | FBEffectorId | pEffectorIndex, |
bool | pValue | ||
) |
Set the object Pinned in Rotation (Manipulation) status.
pEffectorIndex | Given Index to obtain Model. |
pValue | The object Pinned in Rotation status. |
Set the skeleton visibility state.
pState | The skeleton visibility state. |
bool SetTranslationPin | ( | FBEffectorId | pEffectorIndex, |
bool | pValue | ||
) |
Set the object Pinned in Translation (Manipulation) status.
pEffectorIndex | Given Index to obtain Model |
pValue | The object Pinned in Translation status. |
bool ActiveInput |
Read Write Property: Is the character input active?
FBListCharacterExtension CharacterExtensions |
List: Character Extensions in the character.
FBCharacterContactBehaviour ContactBehaviour |
Read Write Property: Contact Behavior selection.
FBAnimatableDouble FKFingerMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered intermediate finger phalanges.
FBAnimatableDouble FKFingerTipMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered finger tip phalanges.
FBAnimatableDouble FKThumbTipMultiplier |
Read Write Property: Used to augment the amount of FK propagation for unmarkered thumb tip phalanges.
FBCharacterHipsTranslationMode HipsTranslationMode |
Read Write Property: Hips Translation Mode.
FBAnimatableBool HumanFingerLimits |
Read Write Property: Enables/Disables human finger limits during actor solve.
FBActor InputActor |
Read Write Property: The index of the actor used for the input.
FBCharacter InputCharacter |
Read Write Property: The index of the character used for the input.
FBCharacterInputType InputType |
Read Write Property: The input type for the character (ex: Actor).
bool InverseLeftElbow |
Read Write Property: Is left elbow inverted.
bool InverseLeftKnee |
Read Write Property: Is left knee inverted.
bool InverseRightElbow |
Read Write Property: Is right elbow inverted.
bool InverseRightKnee |
Read Write Property: Is right knee inverted.
FBCharacterKeyingMode KeyingMode |
Read Write Property: The current keying mode.
bool LeftElbowKillPitch |
Read Write Property: is Pitch used for Left elbow.
FBAnimatableDouble LeftHandIndexIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandIndexMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandIndexPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandIndexRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandMiddleIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandMiddleMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandMiddlePinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandMiddleRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandPinkyIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandPinkyMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandPinkyPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandPinkyRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandRingIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandRingMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandRingPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble LeftHandRingRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
bool LeftKneeKillPitch |
Read Write Property: is Pitch used for Left knee.
bool LockX |
Read Write Property: Lock character skeleton in place on X axis.
bool LockY |
Read Write Property: Lock character skeleton in place on Y axis.
bool LockZ |
Read Write Property: Lock character skeleton in place on Z axis.
bool MirrorMode |
Read Write Property: is in mirror mode.
bool RightElbowKillPitch |
Read Write Property: is Pitch used for Right elbow.
FBAnimatableDouble RightHandIndexIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandIndexMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandIndexPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandIndexRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandMiddleIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandMiddleMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandMiddlePinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandMiddleRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandPinkyIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandPinkyMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandPinkyPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandPinkyRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandRingIndex |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandRingMiddle |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandRingPinky |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
FBAnimatableDouble RightHandRingRing |
Read Write Property: Used to set blending coefficients. Each of the 4 fingers can be a blend of the 4 finger. This is not available for thumbs.
bool RightKneeKillPitch |
Read Write Property: is Pitch used for Right knee.
FBCharacterRollSolver RollSolver |
Read Write Property: Roll Solver selection.
FBAnimatableDouble ShoulderCorrection |
Read Write Property: shoulder correction values.
bool SyncMode |
Read Write Property: is character in sync mode.
bool WriteReference |
Read Write Property: are we writing back on reference.