FBFbxManager Class Reference

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Inheritance diagram for FBFbxManager:
Inheritance graph
[legend]

List of all members.


Detailed Description

FBX interface for loading/saving files into the application.

This class permits the loading and saving of scene without using the user-interface. Each process is split into three steps, and between the first and second, the developer can setup the different options for each operation. For instance, when loading, LoadBegin() is called, the options for the file can then be set, and then Load() is called to begin the actual import of the data from the scene.The manager cannot perform 2 actions at the same time!

See samples: ImportWithNamespace.py, BatchExportCharacterAnimationTool.py, SaveOneTakePerFile.py, SaveSelected.py.


Public Member Functions

  FBFbxManager ()
  Constructor.
bool  Load ()
  File load process.
bool  LoadAnimationOnCharacter (str pFileName, FBCharacter pCharacter, bool pReplaceRig, bool pCopyMissingExtensions, bool pUpdateLimits, bool pIgnoreConflicts, FBFbxManagerLoadAnimationMethod pTransferMethod, FBPlotOptions pPlotOptions, bool pProcessAnimationOnExtensions, bool pRetargetOnBaseLayer, bool pResetHierarchy)
  Load a rig and its animation from a file.
bool  LoadBegin (pFileAddress, kULong pFileMemoryLength, bool pMerge=False)
  Begin the file load process.
bool  LoadBegin (str pFilename, bool pMerge=False)
  Begin the file load process.
bool  LoadEnd ()
  End the file load process.
bool  LoadIsCompleted ()
  Query the file load process.
bool  Save ()
  Actual file save process.
bool  SaveBegin (str pFilename)
  Begin the file save process.
bool  SaveCharacterRigAndAnimation (str pFileName, FBCharacter pCharacter, bool pSaveCharacter, bool pSaveRig, bool pSaveExtensions)
  Save the rig and its animation in a file.
bool  SaveEnd ()
  End the file save process.
bool  SetHistoryFromOptions (str pHistoryFile=None)
  Update a history config file with the current options.
bool  SetOptionsFromHistory (str pHistoryFile=None)
  Use the options saved to a history config file to setup the current options.

Public Attributes

FBElementAction  ActorFaces
  Read Write Property: Handling of the Actor Faces elements.
bool  ActorFacesAnimation
  Read Write Property: Handling of the Actor Faces animation.
FBElementAction  Actors
  Read Write Property: Handling of the Actors elements.
bool  Async
  Read Write Property: Use asynchronous operation. False by default.
FBElementAction  Audio
  Read Write Property: Handling of the Audio elements.
bool  BaseCameras
  Read Write Property: Consider base camera settings.
FBElementAction  Bones
  Read Write Property: Handling of the Bones elements.
bool  BonesAnimation
  Read Write Property: Handling of the Bones animation.
bool  CameraSwitcherSettings
  Read Write Property: Consider camera switcher settings.
FBElementAction  Cameras
  Read Write Property: Handling of the Cameras elements.
bool  CamerasAnimation
  Read Write Property: Handling of the Cameras animation.
FBElementAction  CharacterExtensions
  Read Write Property: Handling of the Character Extensions.
FBElementAction  CharacterFaces
  Read Write Property: Handling of the Character Faces elements.
bool  CharacterFacesAnimation
  Read Write Property: Handling of the Character Faces animation.
FBElementAction  Characters
  Read Write Property: Handling of the Characters elements.
bool  CharactersAnimation
  Read Write Property: Handling of the Characters animation.
bool  ClearBeforeLoad
  Read Write Property: Clear the scene before load. False by default.
FBElementAction  Constraints
  Read Write Property: Handling of the Constraints elements.
bool  ConstraintsAnimation
  Read Write Property: Handling of the Constraints animation.
bool  ConvertImageToTiff
  Read Write Property: Only considered if EmbedMedia is true. Will convert the embeded media to tiff format when possible.
bool  CurrentCameraSettings
  Read Write Property: Consider current camera settings.
str  CustomImportNamespace
  Read Write Property: Namespace we append to every objects on a Load (import/open/merge)
FBElementAction  Devices
  Read Write Property: Handling of the Devices elements.
bool  DevicesAnimation
  Read Write Property: Handling of the Devices animation.
bool  EmbedMedia
  Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.
bool  GlobalLightingSettings
  Read Write Property: Consider global Lighting settings.
FBElementAction  Groups
  Read Write Property: Handling of the Groups elements.
FBElementAction  KeyingGroups
  Read Write Property: Handling of the Keying Groups elements.
FBElementAction  Lights
  Read Write Property: Handling of the Lights elements.
bool  LightsAnimation
  Read Write Property: Handling of the Lights animation.
FBElementAction  Materials
  Read Write Property: Handling of the Materials elements.
bool  MaterialsAnimation
  Read Write Property: Handling of the Materials animation.
FBElementAction  Models
  Read Write Property: Handling of the Models elements.
bool  ModelsAnimation
  Read Write Property: Handling of the Models animation.
FBElementAction  Notes
  Read Write Property: Handling of the Notes elements.
bool  NotesAnimation
  Read Write Property: Handling of the Notes animation.
FBElementAction  OpticalData
  Read Write Property: Handling of the Optical Data elements.
FBElementAction  PhysicalProperties
  Read Write Property: Handling of the Physical Properties elements.
bool  PhysicalPropertiesAnimation
  Read Write Property: Handling of the Physical Properties animation.
FBElementAction  Poses
  Read Write Property: Handling of the Poses elements.
FBScene  Scene
  Read Write Property: This is the scene in wich you want to load
FBElementAction  Scripts
  Read Write Property: Handling of the Scripts elements.
FBElementAction  Sets
  Read Write Property: Handling of the Sets elements.
FBElementAction  Shaders
  Read Write Property: Handling of the Shaders elements.
bool  ShadersAnimation
  Read Write Property: Handling of the Shaders animation.
FBElementAction  Solvers
  Read Write Property: Handling of the Solvers elements.
bool  SolversAnimation
  Read Write Property: Handling of the Solvers animation.
FBFbxManagerState  State
  Read Only Property: Current state of the manager.
FBElementAction  Story
  Read Write Property: Handling of the Story elements.
FBTakeSpanOnLoad  TakeSpan
  Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.
FBArrayFbxTake  Takes
  List: Scene takes.
FBElementAction  Textures
  Read Write Property: Handling of the Textures elements.
bool  TexturesAnimation
  Read Write Property: Handling of the Textures animation.
bool  TransportSettings
  Read Write Property: Consider transport control settings.
bool  UseASCIIFormat
  Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.
FBElementAction  Video
  Read Write Property: Handling of the Video elements.

Constructor & Destructor Documentation

FBFbxManager (  ) 

Constructor.


Member Function Documentation

bool Load (  ) 

File load process.

If the load is asynchronous, this will return right away, otherwise, this is the actual loading process of the file.

Returns:
true if successful.

bool LoadAnimationOnCharacter ( str  pFileName,
FBCharacter  pCharacter,
bool  pReplaceRig,
bool  pCopyMissingExtensions,
bool  pUpdateLimits,
bool  pIgnoreConflicts,
FBFbxManagerLoadAnimationMethod  pTransferMethod,
FBPlotOptions  pPlotOptions,
bool  pProcessAnimationOnExtensions,
bool  pRetargetOnBaseLayer,
bool  pResetHierarchy  
)

Load a rig and its animation from a file.

Parameters:
pFileName  File name.
pCharacter  Target character.
pReplaceRig  Set to true if the current rig should be replaced by the rig in the file.
pCopyMissingExtensions  Set to true if the character extensions on the rig in the file should be copied to the target rig.
pUpdateLimits  Set to true if we should change the limits on the target rig.
pIgnoreConflicts  Set to true to ignore conflicts between objects in character extensions and objects in the scene. Conflicting objects will be merged in the extension.
pTransferMethod  How should the animation should be tranfered on the target rig.
pPlotOptions  If the animation should be plotted on the target rig, these plot options will be used. Set to NULL if animation will not be plotted.
pProcessAnimationOnExtensions  Set to true if animation on character extensions should also be transferred.
pRetargetOnBaseLayer  If the transfer method is retarget, set this parameter to control where the retarget correction will be made (on base layer or on another layer).
pResetHierarchy  Set to true if we should reset the character hierarchy.
Returns:
true if successful.

bool LoadBegin ( pFileAddress  ,
kULong  pFileMemoryLength,
bool  pMerge = False  
)

Begin the file load process.

This is the first call when loading a file via the SDK IN MEMORY.

Parameters:
pFileAddress  Adress where the file is.
pFileMemoryLength  Length of the File.
pMerge  Indicate if we are merging or appending to the current scene.
Returns:
true if successful.
See sample: ImportWithNamespace.py.

bool LoadBegin ( str  pFilename,
bool  pMerge = False  
)

Begin the file load process.

This is the first call when loading a file via the SDK.

Parameters:
pFilename  Name of file to load.
pMerge  Indicate if we are merging or appending to the current scene.
Returns:
true if successful.
See sample: ImportWithNamespace.py.

bool LoadEnd (  ) 

End the file load process.

Regardless of the type of load (asynchronous or not, this will wait until the load is finished.

Returns:
true if successful.

bool LoadIsCompleted (  ) 

Query the file load process.

Returns:
true if file load is finished.

bool Save (  ) 

Actual file save process.

Returns:
true if successful.

bool SaveBegin ( str  pFilename  ) 

Begin the file save process.

This is the first call when saving a file via the SDK.

Parameters:
pFilename  Name of file to save.
Returns:
true if successful.

bool SaveCharacterRigAndAnimation ( str  pFileName,
FBCharacter  pCharacter,
bool  pSaveCharacter,
bool  pSaveRig,
bool  pSaveExtensions  
)

Save the rig and its animation in a file.

Parameters:
pFileName  File name.
pCharacter  Character to save.
pSaveCharacter  Set to true if the character should be saved.
pSaveRig  Set to true if the rig (and its children) should be saved.
pSaveExtensions  Set to true if the character extensions (and their children) should be saved.

bool SaveEnd (  ) 

End the file save process.

Returns:
true if successful.

bool SetHistoryFromOptions ( str  pHistoryFile = None  ) 

Update a history config file with the current options.

Parameters:
pHistoryFile  Indicate the name of the history file to use. If NULL the default system file will be used. This file will be created/read from the folder bin/config. Should the first character be a '@' it will be replaced by the machine name. Using the default value is equivalent to using the string "@History.txt" as an argument.
Returns:
true if the options were indeed saved to the history file.

bool SetOptionsFromHistory ( str  pHistoryFile = None  ) 

Use the options saved to a history config file to setup the current options.

Parameters:
pHistoryFile  Indicate the name of the history file to use. If NULL the default system file will be used. This file will be created/read from the folder bin/config. Should the first character be a '@' it will be replaced by the machine name. Using the default value is equivalent to using the string "@History.txt" as an argument.
Returns:
true if the options were indeed set from the history file.

Member Data Documentation

FBElementAction ActorFaces

Read Write Property: Handling of the Actor Faces elements.

bool ActorFacesAnimation

Read Write Property: Handling of the Actor Faces animation.

FBElementAction Actors

Read Write Property: Handling of the Actors elements.

bool Async

Read Write Property: Use asynchronous operation. False by default.

FBElementAction Audio

Read Write Property: Handling of the Audio elements.

bool BaseCameras

Read Write Property: Consider base camera settings.

FBElementAction Bones

Read Write Property: Handling of the Bones elements.

bool BonesAnimation

Read Write Property: Handling of the Bones animation.

bool CameraSwitcherSettings

Read Write Property: Consider camera switcher settings.

FBElementAction Cameras

Read Write Property: Handling of the Cameras elements.

bool CamerasAnimation

Read Write Property: Handling of the Cameras animation.

FBElementAction CharacterExtensions

Read Write Property: Handling of the Character Extensions.

FBElementAction CharacterFaces

Read Write Property: Handling of the Character Faces elements.

bool CharacterFacesAnimation

Read Write Property: Handling of the Character Faces animation.

FBElementAction Characters

Read Write Property: Handling of the Characters elements.

bool CharactersAnimation

Read Write Property: Handling of the Characters animation.

bool ClearBeforeLoad

Read Write Property: Clear the scene before load. False by default.

FBElementAction Constraints

Read Write Property: Handling of the Constraints elements.

bool ConstraintsAnimation

Read Write Property: Handling of the Constraints animation.

bool ConvertImageToTiff

Read Write Property: Only considered if EmbedMedia is true. Will convert the embeded media to tiff format when possible.

bool CurrentCameraSettings

Read Write Property: Consider current camera settings.

str CustomImportNamespace

Read Write Property: Namespace we append to every objects on a Load (import/open/merge)

FBElementAction Devices

Read Write Property: Handling of the Devices elements.

bool DevicesAnimation

Read Write Property: Handling of the Devices animation.

bool EmbedMedia

Read Write Property: Embed all media in the FBX file itself. When saving in ASCII mode it is not possible to embed media.

bool GlobalLightingSettings

Read Write Property: Consider global Lighting settings.

FBElementAction Groups

Read Write Property: Handling of the Groups elements.

FBElementAction KeyingGroups

Read Write Property: Handling of the Keying Groups elements.

FBElementAction Lights

Read Write Property: Handling of the Lights elements.

bool LightsAnimation

Read Write Property: Handling of the Lights animation.

FBElementAction Materials

Read Write Property: Handling of the Materials elements.

bool MaterialsAnimation

Read Write Property: Handling of the Materials animation.

FBElementAction Models

Read Write Property: Handling of the Models elements.

bool ModelsAnimation

Read Write Property: Handling of the Models animation.

FBElementAction Notes

Read Write Property: Handling of the Notes elements.

bool NotesAnimation

Read Write Property: Handling of the Notes animation.

FBElementAction OpticalData

Read Write Property: Handling of the Optical Data elements.

FBElementAction PhysicalProperties

Read Write Property: Handling of the Physical Properties elements.

bool PhysicalPropertiesAnimation

Read Write Property: Handling of the Physical Properties animation.

FBElementAction Poses

Read Write Property: Handling of the Poses elements.

FBScene Scene

Read Write Property: This is the scene in wich you want to load

FBElementAction Scripts

Read Write Property: Handling of the Scripts elements.

FBElementAction Sets

Read Write Property: Handling of the Sets elements.

FBElementAction Shaders

Read Write Property: Handling of the Shaders elements.

bool ShadersAnimation

Read Write Property: Handling of the Shaders animation.

FBElementAction Solvers

Read Write Property: Handling of the Solvers elements.

bool SolversAnimation

Read Write Property: Handling of the Solvers animation.

FBFbxManagerState State

Read Only Property: Current state of the manager.

FBElementAction Story

Read Write Property: Handling of the Story elements.

FBTakeSpanOnLoad TakeSpan

Read Write Property: Indicate how the take start and end point should be set. By default it is read from the file.

FBArrayFbxTake Takes

List: Scene takes.

FBElementAction Textures

Read Write Property: Handling of the Textures elements.

bool TexturesAnimation

Read Write Property: Handling of the Textures animation.

bool TransportSettings

Read Write Property: Consider transport control settings.

bool UseASCIIFormat

Read Write Property: Indicate if the resulting FBX file will be in binary or ASCII mode.

FBElementAction Video

Read Write Property: Handling of the Video elements.


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