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.
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>
Public Member Functions |
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FBCharacter (char *pName, HIObject pObject=NULL) | |
Constructor. |
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IObject_Declare (Implementation) | |
virtual void | FBDelete () |
Actual Character destructor. |
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FBCharacter * | Clone () |
Clone the character. |
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void | AddCharacterExtension (HFBCharacterExtension pExt) |
AddCharacterExtension. |
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void | RemoveCharacterExtension (HFBCharacterExtension pExt) |
Get the model associated with each body part
of the character. |
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HFBModel | GetModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part
of the character. |
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void | GetSkinModelList (FBModelList &pSkinModelList) |
Get the skin model associated with character
bones. |
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FBBodyNodeId | GetIndexByModel (HFBModel pModel) |
Get the index associated with Given Model.
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HFBModel | GetCtrlRigModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part
in the Control Rig of the character. |
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FBBodyNodeId | GetCtrlRigIndexByModel (HFBModel pModel) |
Get the index of the model associated with
each body part in the Control Rig of the character. |
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HFBModel | GetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault) |
Get the model associated with each effector
in the Control Rig of the character. |
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HFBModel | GetFloorContactModel (FBFloorContactID pMemberIndex) |
Get the model associated with the floor
contact ID. |
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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.
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bool | ReadyForRetarget () |
Test if character is ready for the Retarget
operation (basically, is it in character input ?). |
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void | Retarget (bool pOnBaseLayer) |
Retarget the animation from the input
character to us. |
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void | CopyAnimation () |
Copy the animation from the input character
to us. |
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virtual void | ResetProperties (FBCharacterResetProperties pType) |
Reset the properties of the character.
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void | SelectModels (bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions) |
Select the objects that make a character.
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void | GoToStancePose (bool pPushUndo=false, bool pIncludeCharacterExtensions=true) |
Set the character in stance pose. |
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bool | SetCharacterizeOn (bool pSetAsBiped) |
Set the Characterize flag on. |
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const char * | GetCharacterizeError () |
Get error message for the previous
SetCharacterizeOn operation. |
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void | SetCharacterizeOff () |
Set Characterize flag off. |
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bool | GetCharacterize () |
Get Characterize flag. |
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bool | CreateControlRig (bool pSetFKIK) |
Create the Control-Rig. |
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void | ConnectControlRig (FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy) |
Connect a Control-Rig to the character.
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void | DisconnectControlRig () |
Disconnect the Control-Rig from the
character. |
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bool | CreateAuxiliary (FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100) |
Create auxiliary on effector. |
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FBControlSet * | GetCurrentControlSet (bool pForce=false) |
Obtain Input ControlSet. |
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bool | IsParentNodeOffset (FBBodyNodeId pNodeId) |
Check if there is an offset on Parent.
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FBCharacterSolver * | GetExternalSolver () |
Get a pointer to the external solver of a
character, or NULL is no external solver is used on the character.
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void | SetExternalSolver (int pIndex) |
Set character external solver. |
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void | SetExternalSolver (FBCharacterSolver *pSolver) |
Set character solver. |
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void | GetActiveBodyPart (bool *pActivePart) |
Get the active body part array. |
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bool | IsRotationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in
Rotation (Manipulation). |
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bool | IsTranslationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in
Translation (Manipulation). |
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bool | IsCtrlSetReady () |
Return true Ctrl Set is Ready to be used.
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bool | IsPlottingActorToCtrlRig () |
Return true if the Actor is currently being
plot to the Control Rig. |
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Public Attributes |
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FBPropertyCharacterInputType | InputType |
Read Write Property: The input type
for the character (ex: Actor). |
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FBPropertyCharacterKeyingMode | KeyingMode |
Read Write Property: The current
keying mode. |
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FBPropertyActor | InputActor |
Read Write Property: The index of the
actor used for the input. |
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FBPropertyCharacter | InputCharacter |
Read Write Property: The index of the
character used for the input. |
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FBPropertyBool | ActiveInput |
Read Write Property: Is the character
input active? |
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FBPropertyListCharacterExtension | CharacterExtensions |
List: Character Extensions in the
character. |
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FBString | mCharacterizeError |
Used to store SetCharacterizeOn errors and
warnings. |
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FBPropertyBool | MirrorMode |
Read Write Property: is in mirror
mode. |
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FBPropertyAnimatableDouble | ShoulderCorrection |
Read Write Property: shoulder
correction values. |
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FBPropertyBool | LeftKneeKillPitch |
Read Write Property: is Pitch used
for Left knee. |
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FBPropertyBool | RightKneeKillPitch |
Read Write Property: is Pitch used
for Right knee. |
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FBPropertyBool | LeftElbowKillPitch |
Read Write Property: is Pitch used
for Left elbow. |
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FBPropertyBool | RightElbowKillPitch |
Read Write Property: is Pitch used
for Right elbow. |
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FBPropertyCharacterHipsTranslationMode | HipsTranslationMode |
Read Write Property: Hips Translation
Mode. |
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FBPropertyBool | WriteReference |
Read Write Property: are we writing
back on reference. |
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FBPropertyBool | SyncMode |
Read Write Property: is character in
sync mode. |
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FBPropertyBool | InverseLeftKnee |
Read Write Property: Is left knee
inverted. |
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FBPropertyBool | InverseRightKnee |
Read Write Property: Is right knee
inverted. |
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FBPropertyBool | InverseLeftElbow |
Read Write Property: Is left elbow
inverted. |
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FBPropertyBool | InverseRightElbow |
Read Write Property: Is right elbow
inverted. |
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FBPropertyCharacterRollSolver | RollSolver |
Read Write Property: Roll Solver
selection. |
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FBPropertyCharacterContactBehaviour | ContactBehaviour |
Read Write Property: Contact Behavior
selection. |
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FBPropertyAnimatableDouble | ScaleCompensation |
FBPropertyAnimatableDouble | HipsHeightCompensation |
FBPropertyAnimatableDouble | AnkleHeightCompensation |
FBPropertyAnimatableDouble | AnkleProximityCompensation |
FBCharacter | ( | char * | pName, |
HIObject | pObject =
NULL |
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) |
Constructor.
pName | Name of new character. |
pObject | For internal use only. This parameter does not need to be specified by the developer. |
IObject_Declare | ( | Implementation | ) |
Reimplemented from FBConstraint.
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] |
void AddCharacterExtension | ( | HFBCharacterExtension | pExt | ) |
AddCharacterExtension.
pExt | extension to be added to the character. |
void RemoveCharacterExtension | ( | HFBCharacterExtension | pExt | ) |
Get the model associated with each body part of the character.
pExt | extension to be removed to 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.
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) |
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.
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
HFBModel GetFloorContactModel | ( | FBFloorContactID | pMemberIndex | ) |
Get the model associated with the floor contact ID.
pMemberIndex | Id of the floor contact |
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.
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.
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.
pType | Speficy which properties will be reset. |
void SelectModels | ( | bool | pSelect, |
bool | pApplyToCharacter, | ||
bool | pApplyToRig, | ||
bool | pApplyToExtensions | ||
) |
Select the objects that make a character.
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.
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.
pSetAsBiped | true to use biped characterization or false to use quadruped. |
const char* GetCharacterizeError | ( | ) |
Get error message for the previous SetCharacterizeOn operation.
void SetCharacterizeOff | ( | ) |
Set Characterize flag off.
bool GetCharacterize | ( | ) |
bool CreateControlRig | ( | bool | pSetFKIK | ) |
Create the Control-Rig.
pSetFKIK | true to use FK/IK or false to use IK only. |
void 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. |
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.
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. |
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. |
bool IsParentNodeOffset | ( | FBBodyNodeId | pNodeId | ) |
Check if there is an offset on Parent.
pNodeId | Node Id to Check. |
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.
pIndex | Index of external solver. |
void SetExternalSolver | ( | FBCharacterSolver * | pSolver | ) |
Set character solver.
pSolver | Character solver that will be used by the character. |
void 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 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 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.
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.