Public Member Functions | Public Attributes

FBCharacter Class Reference

This reference page is linked to from the following overview topics: FBComponent - The Base Entity Class, FBCharacter - Characters, Character animation, FBPose - Poses, Motion Capture Devices.


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Detailed Description

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.

       FBSystem lSystem;
       HFBScene lScene = lSystem.Scene;
       for( int lIdx = 0; lIdx < lScene->Characters.GetCount(); ++lIdx )
       {
           FBTrace( "Character[%d]: '%s'\n", lIdx, (char*)lScene->Characters[lIdx] );
       }

The current character selected in the Character tool can be obtained via the FBApplication object.

       FBApplication lApplication;
       HFBCharacter lCharacter = lApplication.CurrentCharacter;
       if( lCharacter )
       {
           FBTrace( "Current character is: '%s'\n", (char*)lCharacter->Name );
       }
       else
       {
           FBTrace( "No character currently selected\n" );
       }

Definition at line 1022 of file fbcharacter.h.

#include <fbcharacter.h>

Inheritance diagram for FBCharacter:
Inheritance graph
[legend]

List of all members.

Public Member Functions

  FBCharacter (char *pName, HIObject pObject=NULL)
  Constructor.
  IObject_Declare (Implementation)
virtual void  FBDelete ()
  Actual Character destructor.
FBCharacter Clone ()
  Clone the character.
void  AddCharacterExtension (HFBCharacterExtension pExt)
  AddCharacterExtension.
void  RemoveCharacterExtension (HFBCharacterExtension pExt)
  Get the model associated with each body part of the character.
HFBModel  GetModel (FBBodyNodeId pBodyNodeId)
  Get the model associated with each body part of the character.
void  GetSkinModelList (FBModelList &pSkinModelList)
  Get the skin model associated with character bones.
FBBodyNodeId  GetIndexByModel (HFBModel pModel)
  Get the index associated with Given Model.
HFBModel  GetCtrlRigModel (FBBodyNodeId pBodyNodeId)
  Get the model associated with each body part in the Control Rig of the character.
FBBodyNodeId  GetCtrlRigIndexByModel (HFBModel pModel)
  Get the index of the model associated with each body part in the Control Rig of the character.
HFBModel  GetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault)
  Get the model associated with each effector in the Control Rig of the character.
HFBModel  GetFloorContactModel (FBFloorContactID pMemberIndex)
  Get the model associated with the floor contact ID.
void  GetTOffset (FBBodyNodeId pBodyNodeId, HFBTVector pTVector)
void  GetROffset (FBBodyNodeId pBodyNodeId, HFBRVector pRVector)
void  GetSOffset (FBBodyNodeId pBodyNodeId, HFBSVector pSVector)
void  GetTransformOffset (FBBodyNodeId pBodyNodeId, FBMatrix *pOffsetMatrix)
void  GetParentROffset (FBBodyNodeId pBodyNodeId, HFBRVector pRVector)
virtual 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 ?).
void  Retarget (bool pOnBaseLayer)
  Retarget the animation from the input character to us.
void  CopyAnimation ()
  Copy the animation from the input character to us.
virtual void  ResetProperties (FBCharacterResetProperties pType)
  Reset the properties of the character.
void  SelectModels (bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions)
  Select the objects that make a character.
void  GoToStancePose (bool pPushUndo=false, bool pIncludeCharacterExtensions=true)
  Set the character in stance pose.
bool  SetCharacterizeOn (bool pSetAsBiped)
  Set the Characterize flag on.
const char *  GetCharacterizeError ()
  Get error message for the previous SetCharacterizeOn operation.
void  SetCharacterizeOff ()
  Set Characterize flag off.
bool  GetCharacterize ()
  Get Characterize flag.
bool  CreateControlRig (bool pSetFKIK)
  Create the Control-Rig.
void  ConnectControlRig (FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy)
  Connect a Control-Rig to the character.
void  DisconnectControlRig ()
  Disconnect the Control-Rig from the character.
bool  CreateAuxiliary (FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100)
  Create auxiliary on effector.
FBControlSet GetCurrentControlSet (bool pForce=false)
  Obtain Input ControlSet.
bool  IsParentNodeOffset (FBBodyNodeId pNodeId)
  Check if there is an offset on Parent.
FBCharacterSolver GetExternalSolver ()
  Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.
void  SetExternalSolver (int pIndex)
  Set character external solver.
void  SetExternalSolver (FBCharacterSolver *pSolver)
  Set character solver.
void  GetActiveBodyPart (bool *pActivePart)
  Get the active body part array.
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  IsCtrlSetReady ()
  Return true Ctrl Set is Ready to be used.
bool  IsPlottingActorToCtrlRig ()
  Return true if the Actor is currently being plot to the Control Rig.

Public Attributes

FBPropertyCharacterInputType  InputType
  Read Write Property: The input type for the character (ex: Actor).
FBPropertyCharacterKeyingMode  KeyingMode
  Read Write Property: The current keying mode.
FBPropertyActor  InputActor
  Read Write Property: The index of the actor used for the input.
FBPropertyCharacter  InputCharacter
  Read Write Property: The index of the character used for the input.
FBPropertyBool  ActiveInput
  Read Write Property: Is the character input active?
FBPropertyListCharacterExtension  CharacterExtensions
  List: Character Extensions in the character.
FBString  mCharacterizeError
  Used to store SetCharacterizeOn errors and warnings.
FBPropertyBool  MirrorMode
  Read Write Property: is in mirror mode.
FBPropertyAnimatableDouble  ShoulderCorrection
  Read Write Property: shoulder correction values.
FBPropertyBool  LeftKneeKillPitch
  Read Write Property: is Pitch used for Left knee.
FBPropertyBool  RightKneeKillPitch
  Read Write Property: is Pitch used for Right knee.
FBPropertyBool  LeftElbowKillPitch
  Read Write Property: is Pitch used for Left elbow.
FBPropertyBool  RightElbowKillPitch
  Read Write Property: is Pitch used for Right elbow.
FBPropertyCharacterHipsTranslationMode  HipsTranslationMode
  Read Write Property: Hips Translation Mode.
FBPropertyBool  WriteReference
  Read Write Property: are we writing back on reference.
FBPropertyBool  SyncMode
  Read Write Property: is character in sync mode.
FBPropertyBool  InverseLeftKnee
  Read Write Property: Is left knee inverted.
FBPropertyBool  InverseRightKnee
  Read Write Property: Is right knee inverted.
FBPropertyBool  InverseLeftElbow
  Read Write Property: Is left elbow inverted.
FBPropertyBool  InverseRightElbow
  Read Write Property: Is right elbow inverted.
FBPropertyCharacterRollSolver  RollSolver
  Read Write Property: Roll Solver selection.
FBPropertyCharacterContactBehaviour  ContactBehaviour
  Read Write Property: Contact Behavior selection.
FBPropertyAnimatableDouble  ScaleCompensation
FBPropertyAnimatableDouble  HipsHeightCompensation
FBPropertyAnimatableDouble  AnkleHeightCompensation
FBPropertyAnimatableDouble  AnkleProximityCompensation

Constructor & Destructor Documentation

FBCharacter ( char *  pName,
HIObject  pObject = NULL 
)

Constructor.

Parameters:
pName Name of new character.
pObject For internal use only. This parameter does not need to be specified by the developer.

Member Function Documentation

IObject_Declare ( Implementation  )
virtual void FBDelete ( ) [virtual]

Actual Character destructor.

This method is used to delete the actual character object represented by an instance of FBCharacter.

Reimplemented from FBComponent.

FBCharacter* Clone ( ) [virtual]

Clone the character.

Reimplemented from FBConstraint.

void AddCharacterExtension ( HFBCharacterExtension  pExt )

AddCharacterExtension.

Parameters:
pExt extension to be added to the character.
void RemoveCharacterExtension ( HFBCharacterExtension  pExt )

Get the model associated with each body part of the character.

Parameters:
pExt extension to be removed to the character.
HFBModel GetModel ( FBBodyNodeId  pBodyNodeId )

Get the model associated with each body part of the character.

Returns:
The model linked to the specified body part.
void 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.

Parameters:
pSkinModelList List to be filled up. (will not be cleared)
FBBodyNodeId GetIndexByModel ( HFBModel  pModel )

Get the index associated with Given Model.

Returns:
The model linked to the specified body part.
HFBModel GetCtrlRigModel ( FBBodyNodeId  pBodyNodeId )

Get the model associated with each body part in the Control Rig of the character.

Returns:
The model in the Control Rig corresponding to the specified body part.
FBBodyNodeId GetCtrlRigIndexByModel ( HFBModel  pModel )

Get the index of the model associated with each body part in the Control Rig of the character.

Returns:
The Index if the model in the Control Rig corresponding to the specified body part.
HFBModel GetEffectorModel ( FBEffectorId  pEffectorId,
FBEffectorSetID  pEffectorSetID = FBEffectorSetDefault 
)

Get the model associated with each effector in the Control Rig of the character.

Parameters:
pEffectorId The effector ID.
pEffectorSetID Id of the ControlSet to obtain, if not specified the current one is taken.
Returns:
The model in the Control Rig corresponding to the specified Effector.
HFBModel GetFloorContactModel ( FBFloorContactID  pMemberIndex )

Get the model associated with the floor contact ID.

Parameters:
pMemberIndex Id of the floor contact
Returns:
The model associated with the floor contact ID
void GetTOffset ( FBBodyNodeId  pBodyNodeId,
HFBTVector  pTVector 
)
void GetROffset ( FBBodyNodeId  pBodyNodeId,
HFBRVector  pRVector 
)
void GetSOffset ( FBBodyNodeId  pBodyNodeId,
HFBSVector  pSVector 
)
void GetTransformOffset ( FBBodyNodeId  pBodyNodeId,
FBMatrix pOffsetMatrix 
)
void GetParentROffset ( FBBodyNodeId  pBodyNodeId,
HFBRVector  pRVector 
)
virtual bool PlotAnimation ( FBCharacterPlotWhere  pPlotWhere,
FBPlotOptions pPlotOptions 
) [virtual]

Plot the animation of the character.

Returns:
True if the operation completed successfully.
bool ReadyForRetarget ( )

Test if character is ready for the Retarget operation (basically, is it in character input ?).

Returns:
True if the character is ready.
void Retarget ( bool  pOnBaseLayer )

Retarget the animation from the input character to us.

Parameters:
pOnBaseLayer if true, keys corrections will be made on base layer; else they will be made on another layer.
void CopyAnimation ( )

Copy the animation from the input character to us.

virtual void ResetProperties ( FBCharacterResetProperties  pType ) [virtual]

Reset the properties of the character.

Parameters:
pType Speficy which properties will be reset.
void SelectModels ( bool  pSelect,
bool  pApplyToCharacter,
bool  pApplyToRig,
bool  pApplyToExtensions 
)

Select the objects that make a character.

Parameters:
pSelect True to select, false to deselect.
pApplyToCharacter TSould the character contraint be selected ?
pApplyToRig should The rig (and its children) be selected ?
pApplyToExtensions Should the character extensions (and their children) be selected ?
void GoToStancePose ( bool  pPushUndo = false,
bool  pIncludeCharacterExtensions = true 
)

Set the character in stance pose.

Parameters:
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 SetCharacterizeOn ( bool  pSetAsBiped )

Set the Characterize flag on.

Parameters:
pSetAsBiped true to use biped characterization or false to use quadruped.
Returns:
current state of the flag after the operation (true if it did succeed).
const char* GetCharacterizeError ( )

Get error message for the previous SetCharacterizeOn operation.

Returns:
The string containing all errors and warnings.
void SetCharacterizeOff ( )

Set Characterize flag off.

bool GetCharacterize ( )

Get Characterize flag.

Returns:
Current state of the Characterize flag.
bool CreateControlRig ( bool  pSetFKIK )

Create the Control-Rig.

Parameters:
pSetFKIK true to use FK/IK or false to use IK only.
Returns:
current state of the flag after the operation (true if it did succeed).
void ConnectControlRig ( FBControlSet pControlSet,
bool  pUpdateLimit,
bool  pResetHierarchy 
)

Connect a Control-Rig to the character.

Parameters:
pControlSet The control set to connect. NULL will disconnect the Control-Rig from the character.
void DisconnectControlRig ( )

Disconnect the Control-Rig from the character.

bool CreateAuxiliary ( FBEffectorId  pEffectorId,
bool  pPivot,
double  pAuxReachT = 100,
double  pAuxReachR = 100 
)

Create auxiliary on effector.

Parameters:
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.
pAuxReachR Default auxiliary effector reach for rotation.
Returns:
True if auxiliary was created (can fail if FBLastEffectorSetIndex limit reached).
FBControlSet* GetCurrentControlSet ( bool  pForce = false )

Obtain Input ControlSet.

Parameters:
pForce If True, will return the current ControlSet even if the character is not in ControlSet Input.
Returns:
Return current Active ControlSet, NULL if none.
bool IsParentNodeOffset ( FBBodyNodeId  pNodeId )

Check if there is an offset on Parent.

Parameters:
pNodeId Node Id to Check.
Returns:
True if there is an offset on Parent.
FBCharacterSolver* GetExternalSolver ( )

Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.

Returns:
The pointer of the current External Solver, NULL if it's the internal solver.
void SetExternalSolver ( int  pIndex )

Set character external solver.

Parameters:
pIndex Index of external solver.
void SetExternalSolver ( FBCharacterSolver pSolver )

Set character solver.

Parameters:
pSolver Character solver that will be used by the character.
void GetActiveBodyPart ( bool *  pActivePart )

Get the active body part array.

Parameters:
pActivePart A pointer to an array of bool. On return, the index with a "true" value are active part.
bool IsRotationPin ( FBEffectorId  pEffectorIndex )

Return true if the object is Pinned in Rotation (Manipulation).

Parameters:
pEffectorIndex Given Index to obtain Model
Returns:
True if the effector is pinned in Rotation
bool IsTranslationPin ( FBEffectorId  pEffectorIndex )

Return true if the object is Pinned in Translation (Manipulation).

Parameters:
pEffectorIndex Given Index to obtain Model
Returns:
True if the effector is pinned in Translation
bool IsCtrlSetReady ( )

Return true Ctrl Set is Ready to be used.

Returns:
return true if character is active, characterized and is in input control rig
bool IsPlottingActorToCtrlRig ( )

Return true if the Actor is currently being plot to the Control Rig.

Returns:
return true if the Actor is currently being plot to the Control Rig.

Member Data Documentation

FBPropertyCharacterInputType InputType

Read Write Property: The input type for the character (ex: Actor).

Definition at line 1044 of file fbcharacter.h.

FBPropertyCharacterKeyingMode KeyingMode

Read Write Property: The current keying mode.

Definition at line 1045 of file fbcharacter.h.

FBPropertyActor InputActor

Read Write Property: The index of the actor used for the input.

Definition at line 1046 of file fbcharacter.h.

FBPropertyCharacter InputCharacter

Read Write Property: The index of the character used for the input.

Definition at line 1047 of file fbcharacter.h.

Read Write Property: Is the character input active?

Definition at line 1048 of file fbcharacter.h.

List: Character Extensions in the character.

Definition at line 1050 of file fbcharacter.h.

Used to store SetCharacterizeOn errors and warnings.

Definition at line 1262 of file fbcharacter.h.

Read Write Property: is in mirror mode.

Definition at line 1266 of file fbcharacter.h.

Read Write Property: shoulder correction values.

Definition at line 1267 of file fbcharacter.h.

Read Write Property: is Pitch used for Left knee.

Definition at line 1268 of file fbcharacter.h.

Read Write Property: is Pitch used for Right knee.

Definition at line 1269 of file fbcharacter.h.

Read Write Property: is Pitch used for Left elbow.

Definition at line 1270 of file fbcharacter.h.

Read Write Property: is Pitch used for Right elbow.

Definition at line 1271 of file fbcharacter.h.

FBPropertyCharacterHipsTranslationMode HipsTranslationMode

Read Write Property: Hips Translation Mode.

Definition at line 1272 of file fbcharacter.h.

Read Write Property: are we writing back on reference.

Definition at line 1273 of file fbcharacter.h.

Read Write Property: is character in sync mode.

Definition at line 1274 of file fbcharacter.h.

Read Write Property: Is left knee inverted.

Definition at line 1275 of file fbcharacter.h.

Read Write Property: Is right knee inverted.

Definition at line 1276 of file fbcharacter.h.

Read Write Property: Is left elbow inverted.

Definition at line 1277 of file fbcharacter.h.

Read Write Property: Is right elbow inverted.

Definition at line 1278 of file fbcharacter.h.

FBPropertyCharacterRollSolver RollSolver

Read Write Property: Roll Solver selection.

Definition at line 1279 of file fbcharacter.h.

FBPropertyCharacterContactBehaviour ContactBehaviour

Read Write Property: Contact Behavior selection.

Definition at line 1280 of file fbcharacter.h.

Definition at line 1282 of file fbcharacter.h.

Definition at line 1283 of file fbcharacter.h.

Definition at line 1284 of file fbcharacter.h.

Definition at line 1285 of file fbcharacter.h.


The documentation for this class was generated from the following file:

FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter
FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter FBCharacter