fbsystem.h File Reference

This reference page is linked to from the following overview topics: Your First Python Program, FBComponent - The Base Entity Class, FBModel - Transformation Data and the Scene Graph.


Basic system interaction. More...

#include <kaydaradef.h>
#include <fbsdk/fbcomponent.h>
#include <fbsdk/fbdata.h>
#include <fbsdk/fbio.h>
#include <fbsdk/fbshader.h>
#include <fbsdk/fbmodel.h>
#include <fbsdk/fbaudio.h>
#include <fbsdk/fbvideo.h>
#include <fbsdk/fbdeck.h>
#include <fbsdk/fbassetmng.h>
#include <fbsdk/fbmanipulator.h>

Go to the source code of this file.

Classes

class   FBSystem
  Provides access to the underlying system, and the MotionBuilder scene. More...
class   FBTriggerManager
  Trigger engine management. More...
class   FBBatchOptions
  Option parameters for the batch process. More...
class   FBPlotOptions
  Option parameters for plotting. More...
class   FBApplication
  FBApplication is used mainly to manage files. More...
class   FBPlayerControl
  Player control. More...
class   FBEvaluateManager
class   FBKeyControl
  Key control. More...
class   FBPointCacheManager
  Point Cache Manager Interface to the point cache manager. More...
class   FBCriticalSection
  High priority critical section class. More...
class   FBReferenceTime
  Reference time class. More...

Defines

#define  FBSDK_DLL   K_DLLIMPORT
  Be sure that FBSDK_DLL is defined only once...

Typedefs

typedef FBVideoGrabOptions HFBVideoGrabOptions
  typedef FBVideoGrabOptions* HFBVideoGrabOptions;
typedef class FBSDK_DLL
FBArrayTemplate< FBPickInfos
FBPickInfosList
  typedef class FBSDK_DLL FBArrayTemplate<FBPickInfos> FBPickInfosList

Enumerations

enum   FBBatchProcessType { kFBBatchProcessTypeLoad, kFBBatchProcessTypeSave, kFBBatchProcessTypeConvert }
 

Different process type for the batch.

More...
enum   FBBatchFileFormat {
  kFBBatchFileFormatTRC, kFBBatchFileFormatC3D, kFBBatchFileFormatAMC, kFBBatchFileFormatBVH,
  kFBBatchFileFormatHTR, kFBBatchFileFormatFBX
}
 

Different file formats for the batch.

More...
enum   FBBatchOnTakeExist { kFBBatchOnTakeExistOverwrite, kFBBatchOnTakeExistSkip }
 

Different actions to perform when a take already exist while in a batch process.

More...
enum   FBBatchOnContainsBatchTakes { kFBBatchOnContainsBatchTakesSaveBatchTakesOnly, kFBBatchOnContainsBatchTakesSaveAllTakes }
 

Different actions to perform when a scene already contains batch takes while in a batch process.

More...
enum   FBBatchStatus {
  kFBBatchStatusSuccess, kFBBatchStatusError, kFBBatchStatusCharacterNotSpecified, kFBBatchStatusCharacterNotCharacterized,
  kFBBatchStatusCharacterHasNoReference, kFBBatchStatusInputActorNotSpecified, kFBBatchStatusActorInputMarkersetNotSpecified, kFBBatchStatusActorInputMarkersetHasNoReferenceModel,
  kFBBatchStatusActorInputMarkersetNotCorrectlyAssociated, kFBBatchStatusInputCharacterNotCharacterized, kFBBatchStatusInputCharacterHasNoReference, kFBBatchStatusInputDirectoryNotValid,
  kFBBatchStatusAsfSkeletonFileNotSpecified, kFBBatchStatusCantOpenAsfSkeletonFile, kFBBatchStatusOutputDirectoryNotValid
}
 

Different return values of the Batch process.

More...
enum   FBRotationFilter { kFBRotationFilterNone, kFBRotationFilterGimbleKiller, kFBRotationFilterUnroll }
 

Rotation filters.

More...
enum   FBViewerMode {
  kFBViewerModeOneWindow, kFBViewerModeTwoWindow, kFBViewerModeThreeWindow, kFBViewerModeFourWindow,
  kFBViewerModeSchematic
}
 

Different viewer modes for the 3D viewer.

More...
enum   FBTransportMode {
  kFBTransportPlay, kFBTransportPlayPrepare, kFBTransportPlayReady, kFBTransportStop,
  kFBTransportStopPost, kFBTransportStopReady, kFBTransportShuttle, kFBTransportShuttlePrepare,
  kFBTransportShuttleReady, kFBTransportPlayReverse, kFBTransportPlayReversePrepare, kFBTransportPlayReverseReady,
  kFBTransportJog, kFBTransportJogPrepare, kFBTransportJogReady, kFBTransportGoto,
  kFBTransportGotoPrepare, kFBTransportGotoReady, kFBTransportStepForward, kFBTransportStepForwardPrepare,
  kFBTransportStepForwardReady, kFBTransportStepBackward, kFBTransportStepBackwardPrepare, kFBTransportStepBackwardReady
}
 

Transport modes.

More...
enum   FBTransportTimeFormat { kFBTimeFormatTimecode, kFBTimeFormatFrame }
 

Available transport control time display.

More...
enum   FBTransportPlaySpeed {
  kFBSpeed_1_10x, kFBSpeed_1_5x, kFBSpeed_1_4x, kFBSpeed_1_3x,
  kFBSpeed_1_2x, kFBSpeed_1x, kFBSpeed_ALL_FR, kFBSpeed_2x,
  kFBSpeed_3x, kFBSpeed_4x, kFBSpeed_5x, kFBSpeed_10x
}
 

Available transport control play speed.

More...
enum   FBTransportSnapMode { kFBTransportSnapModeNoSnap, kFBTransportSnapModeSnapOnFrames, kFBTransportSnapModePlayOnFrames, kFBTransportSnapModeSnapAndPlayOnFrames }
 

Available snap methods for the transport control.

More...
enum   FBParallelScheduleType { kFBParallelScheduleSerial, kFBParallelScheduleSimple, kFBParallelScheduleAdvanced }
 

Available DAG parallel schedule algorithm.

More...

Functions

  FB_FORWARD (FBCharacter)
  FB_DEFINE_COMPONENT (FBSDK_DLL, Take)
  FB_DEFINE_COMPONENT (FBSDK_DLL, Renderer)
FBSDK_DLL HIObject  FBGetFBObject (HIObject pObject, bool pAutoCreate=false)
  Get the SDK object from an Internal Object.
template<class T >
T *  FBCast (HIObject pObject, bool pAutoCreate=false)
  Cast the SDK object using it's IObject interface into the proper class.
  __FB_FORWARD (FBSystem)
  __FB_FORWARD (FBTriggerManager)
  FB_FORWARD (FBBatchOptions)
  FB_DEFINE_ENUM (FBSDK_DLL, BatchProcessType)
  FB_DEFINE_ENUM (FBSDK_DLL, BatchFileFormat)
  FB_DEFINE_ENUM (FBSDK_DLL, BatchOnTakeExist)
  FB_DEFINE_ENUM (FBSDK_DLL, BatchOnContainsBatchTakes)
  FB_FORWARD (FBPlotOptions)
  FB_DEFINE_ENUM (FBSDK_DLL, RotationFilter)
  __FB_FORWARD (FBApplication)
  __FB_FORWARD (FBCharacter)
  __FB_FORWARD (FBActor)
  FB_DEFINE_COMPONENT (FBSDK_DLL, Character)
  FB_DEFINE_COMPONENT (FBSDK_DLL, Actor)
  __FB_FORWARD (FBPlayerControl)
  FB_DEFINE_ENUM (FBSDK_DLL, TransportMode)
  FB_DEFINE_ENUM (FBSDK_DLL, TransportTimeFormat)
  FB_DEFINE_ENUM (FBSDK_DLL, TransportPlaySpeed)
  FB_DEFINE_ENUM (FBSDK_DLL, TransportSnapMode)
  FB_DEFINE_ENUM (FBSDK_DLL, ParallelScheduleType)
  __FB_FORWARD (FBEvaluateManager)
  Evaluate Manager.
  __FB_FORWARD (FBKeyControl)
  __FB_FORWARD (FBPointCacheManager)
  FB_FORWARD (FBCriticalSection)
  __FB_FORWARD (FBReferenceTime)
FBSDK_DLL FBModelList FBCreateModelList ()
  Create a FBModelList object.
FBSDK_DLL void  FBDestroyModelList (FBModelList *pModelList)
  Delete a FBModelList object.
FBSDK_DLL FBPickInfosList FBCreatePickInfosList ()
  Create a FBPickInfosList object.
FBSDK_DLL void  FBDestroyPickInfosList (FBPickInfosList *pPickInfosList)
  Delete a FBPickInfosList object.
FBSDK_DLL FBComponentList FBCreateComponentList ()
  Create a FBObjectList object.
FBSDK_DLL void  FBDestroyComponentList (FBComponentList *pObjectList)
  Delete a FBObjectList object.
FBSDK_DLL void  FBSleep (kULong MilliSeconds)
  Sleep function Puts system to sleep for specified time.
K_DEPRECATED FBSDK_DLL HFBModel  FBFindModelByName (char *pModelName, HFBModel pParent=NULL)
FBSDK_DLL HFBModel  FBFindModelByLabelName (char *pModelLabelName)
  Find a model in the scene by its label name.
FBSDK_DLL HFBModel  FBLoadFbxPrimitivesModel (char *pModelName)
  Load a model.
FBSDK_DLL void  FBFindModelsOfType (FBModelList &pList, int pTypeInfo, HFBModel pParent=NULL)
  Find all models of a certain type in the scene.
FBSDK_DLL void  FBGetSelectedModels (FBModelList &pList, HFBModel pParent=NULL, bool pSelected=true, bool pSortBySelectOrder=false)
  Find all models that are selected (if pSelected is true) Searches recursively from a root model for models that are selected, and adds them to a list of models.
FBSDK_DLL void  FBSelectObjectsByNamespace (char *pNameSpaceName, bool pSelect, bool pSearchExclusive=true)
  FBSelectObjectsByNamespace.
FBSDK_DLL void  FBFindObjectsByName (const char *pNamePattern, FBComponentList &pList, bool pIncludeNamespace=true, bool pModelsOnly=false)
  FBFindObjectsByName.
FBSDK_DLL HFBComponent  FBFindObjectByFullName (char *pObjectFullName)
  FBFindObjectByFullName.
FBSDK_DLL void  FBFindObjectsByNamespace (const char *pNamePattern, FBComponentList &pList)
  FBFindObjectsByNamespace.
FBSDK_DLL void  FBBeginChangeAllModels ()
  Call begin change to all models (need to be closed).
FBSDK_DLL void  FBEndChangeAllModels ()
  Call end change to all models (should be first open).
FBSDK_DLL void  FBTrace (char *pFormatString,...)
  This function prints useful debugging strings in the console.
FBSDK_DLL bool  FBPopNormalTool (char *pToolName, bool pSetFocus=true)
  This function is used to bring up a specific tool in the GUI.

Detailed Description

Basic system interaction.

The FBSystem file contains the necessary data structure to interface with the underlying system.

Definition in file fbsystem.h.


Define Documentation

#define FBSDK_DLL   K_DLLIMPORT

Be sure that FBSDK_DLL is defined only once...

Definition at line 50 of file fbsystem.h.


Typedef Documentation

typedef FBVideoGrabOptions* HFBVideoGrabOptions;

Definition at line 88 of file fbsystem.h.

typedef class FBSDK_DLL FBArrayTemplate<FBPickInfos> FBPickInfosList

typedef class FBSDK_DLL FBArrayTemplate<FBPickInfos> FBPickInfosList

Definition at line 94 of file fbsystem.h.


Enumeration Type Documentation

Different process type for the batch.

Enumerator:
kFBBatchProcessTypeLoad 

Load the files and plot the character with every take.

kFBBatchProcessTypeSave 

Save the takes in different files.

kFBBatchProcessTypeConvert 

Does the load and save.

Definition at line 268 of file fbsystem.h.

Different file formats for the batch.

Enumerator:
kFBBatchFileFormatTRC 

File format for Motion Analysis TRC.

kFBBatchFileFormatC3D 

File format for Vicon C3D.

kFBBatchFileFormatAMC 

File format for Acclaim AMC.

kFBBatchFileFormatBVH 

File format for Biovision BVH.

kFBBatchFileFormatHTR 

File format for Motion Analysis HTR.

kFBBatchFileFormatFBX 

File format for FBX (animation only).

Definition at line 277 of file fbsystem.h.

Different actions to perform when a take already exist while in a batch process.

Enumerator:
kFBBatchOnTakeExistOverwrite 

Overwrite the take.

kFBBatchOnTakeExistSkip 

Skip the take.

Definition at line 289 of file fbsystem.h.

Different actions to perform when a scene already contains batch takes while in a batch process.

Enumerator:
kFBBatchOnContainsBatchTakesSaveBatchTakesOnly 

Save only the batch takes.

kFBBatchOnContainsBatchTakesSaveAllTakes 

Save all the takes.

Definition at line 297 of file fbsystem.h.

Different return values of the Batch process.

Enumerator:
kFBBatchStatusSuccess 
kFBBatchStatusError 
kFBBatchStatusCharacterNotSpecified 
kFBBatchStatusCharacterNotCharacterized 
kFBBatchStatusCharacterHasNoReference 
kFBBatchStatusInputActorNotSpecified 
kFBBatchStatusActorInputMarkersetNotSpecified 
kFBBatchStatusActorInputMarkersetHasNoReferenceModel 
kFBBatchStatusActorInputMarkersetNotCorrectlyAssociated 
kFBBatchStatusInputCharacterNotCharacterized 
kFBBatchStatusInputCharacterHasNoReference 
kFBBatchStatusInputDirectoryNotValid 
kFBBatchStatusAsfSkeletonFileNotSpecified 
kFBBatchStatusCantOpenAsfSkeletonFile 
kFBBatchStatusOutputDirectoryNotValid 

Definition at line 305 of file fbsystem.h.

Rotation filters.

Enumerator:
kFBRotationFilterNone 
kFBRotationFilterGimbleKiller 
kFBRotationFilterUnroll 

Definition at line 369 of file fbsystem.h.

Different viewer modes for the 3D viewer.

Enumerator:
kFBViewerModeOneWindow 

View one pane.

kFBViewerModeTwoWindow 

View two panes.

kFBViewerModeThreeWindow 

View three panes.

kFBViewerModeFourWindow 

View four panes.

kFBViewerModeSchematic 

Schematic view.

Definition at line 409 of file fbsystem.h.

Transport modes.

Enumerator:
kFBTransportPlay 
kFBTransportPlayPrepare 

!< Play mode

kFBTransportPlayReady 
kFBTransportStop 
kFBTransportStopPost 

!< Stop mode

kFBTransportStopReady 
kFBTransportShuttle 
kFBTransportShuttlePrepare 

!< Shuttle mode

kFBTransportShuttleReady 
kFBTransportPlayReverse 
kFBTransportPlayReversePrepare 

!< Play reverse.

kFBTransportPlayReverseReady 
kFBTransportJog 
kFBTransportJogPrepare 

!< Jog.

kFBTransportJogReady 
kFBTransportGoto 
kFBTransportGotoPrepare 

!< Goto.

kFBTransportGotoReady 
kFBTransportStepForward 
kFBTransportStepForwardPrepare 

!< Step forward

kFBTransportStepForwardReady 
kFBTransportStepBackward 
kFBTransportStepBackwardPrepare 

!< Step backward.

kFBTransportStepBackwardReady 

Definition at line 665 of file fbsystem.h.

Available transport control time display.

Enumerator:
kFBTimeFormatTimecode 

Timecode time display mode.

kFBTimeFormatFrame 

Frame time display mode.

Definition at line 678 of file fbsystem.h.

Available transport control play speed.

Enumerator:
kFBSpeed_1_10x 

1/10x.

kFBSpeed_1_5x 

1/5x

kFBSpeed_1_4x 

1/4x

kFBSpeed_1_3x 

1/3x

kFBSpeed_1_2x 

1/2x

kFBSpeed_1x 

1x

kFBSpeed_ALL_FR 

All frames.

kFBSpeed_2x 

2x

kFBSpeed_3x 

3x

kFBSpeed_4x 

4x

kFBSpeed_5x 

5x

kFBSpeed_10x 

10x

Definition at line 688 of file fbsystem.h.

Available snap methods for the transport control.

Enumerator:
kFBTransportSnapModeNoSnap 

No snapping is applied.

kFBTransportSnapModeSnapOnFrames 

Snaps to an exact frame when modifying the current time.

kFBTransportSnapModePlayOnFrames 

When playing, plays to exact frames.

kFBTransportSnapModeSnapAndPlayOnFrames 

Combines both Snap and Play on frames modes.

Definition at line 706 of file fbsystem.h.

Available DAG parallel schedule algorithm.

Enumerator:
kFBParallelScheduleSerial 

No parallel schedule, use sequential evaluation order instead.

kFBParallelScheduleSimple 

Simple parallel schedule, mainly analyze the task dependency based on Motion Hierarchy (scene graph), but don't across active constraint.

kFBParallelScheduleAdvanced 

Advanced parallel schedule, task dependency analyzation will be able to across ative constraint, and plus motion hierarchy.

Definition at line 873 of file fbsystem.h.


Function Documentation

FB_DEFINE_COMPONENT ( FBSDK_DLL  ,
Take   
)
FB_DEFINE_COMPONENT ( FBSDK_DLL  ,
Renderer   
)
FBSDK_DLL HIObject FBGetFBObject ( HIObject  pObject,
bool  pAutoCreate = false 
)

Get the SDK object from an Internal Object.

Parameters:
pObject Object to get SDK object for.
pAutoCreate Create object if it doesn't exist? (default = false)
Returns:
SDK object for pObject.
T* FBCast ( HIObject  pObject,
bool  pAutoCreate = false 
) [inline]

Cast the SDK object using it's IObject interface into the proper class.

Parameters:
pObject Object to get SDK object for.
pAutoCreate Create object if it doesn't exist? (default = false)
Returns:
SDK object for pObject.

Definition at line 116 of file fbsystem.h.

{
    HIObject lObject = FBGetFBObject(pObject, pAutoCreate);
    // Should also validate type but not available for now
    return (T*)lObject;
}
FB_DEFINE_ENUM ( FBSDK_DLL  ,
BatchProcessType   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
BatchFileFormat   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
BatchOnTakeExist   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
BatchOnContainsBatchTakes   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
RotationFilter   
)
__FB_FORWARD ( FBActor  )
FB_DEFINE_COMPONENT ( FBSDK_DLL  ,
Character   
)
FB_DEFINE_COMPONENT ( FBSDK_DLL  ,
Actor   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
TransportMode   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
TransportTimeFormat   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
TransportPlaySpeed   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
TransportSnapMode   
)
FB_DEFINE_ENUM ( FBSDK_DLL  ,
ParallelScheduleType   
)
__FB_FORWARD ( FBEvaluateManager  )

Evaluate Manager.

Interface to scheudle the DAG (Directed Acyclic Graph) tasks to multi-core/CPU (or GPU) to accerlerate evaluate process.

FBSDK_DLL FBModelList* FBCreateModelList ( )

Create a FBModelList object.

This is to get around memory management issues when mixing debug and release runtime libraties on Windows. By using the FBCreateModelList/FBDestroyModelList duo of functions, you ensure that the memory used in the array is allocated, reallocated and freed in the same memory pool.

FBSDK_DLL void FBDestroyModelList ( FBModelList pModelList )

Delete a FBModelList object.

Parameters:
pModelList pointer to the object created with a call to FBCreateModelList().
FBSDK_DLL FBPickInfosList* FBCreatePickInfosList ( )

Create a FBPickInfosList object.

This is to get around memory management issues when mixing debug and release runtime libraties on Windows. By using the FBCreatePickInfosList/FBDestroyPickInfosList duo of functions, you ensure that the memory used in the array is allocated, reallocated and freed in the same memory pool.

FBSDK_DLL void FBDestroyPickInfosList ( FBPickInfosList pPickInfosList )

Delete a FBPickInfosList object.

Parameters:
pPickInfosList pointer to the object created with a call to FBCreatePickInfosList().
FBSDK_DLL FBComponentList* FBCreateComponentList ( )

Create a FBObjectList object.

This is to get around memory management issues when mixing debug and release runtime libraties on Windows. By using the FBCreateObjectList/FBDestroyObjectList duo of functions, you ensure that the memory used in the array is allocated, reallocated and freed in the same memory pool.

FBSDK_DLL void FBDestroyComponentList ( FBComponentList pObjectList )

Delete a FBObjectList object.

Parameters:
pObjectList pointer to the object created with a call to FBCreateObjectList().
FBSDK_DLL void FBSleep ( kULong  MilliSeconds )

Sleep function Puts system to sleep for specified time.

Parameters:
MilliSeconds Time to sleep for.
K_DEPRECATED FBSDK_DLL HFBModel FBFindModelByName ( char *  pModelName,
HFBModel  pParent = NULL 
)
Deprecated:
Use FBFindModelByLabelName instead.

Find a model in the hierarchy. Searches the scene for a model, based on the model's name. The wrong model may be returned if there is more than one model in the scene with the same object name but with different namespace.

Parameters:
pModelName Name of model to search for. Could be "FullName", "LabelName" or "ObjectName".
pParent Root model to search from (default=NULL(root)).
Returns:
A handle to the model with any one of the "FullName", "LabelName" or "ObjectName" matching the pModelName, returns NULL if no model was found by the search.
FBSDK_DLL HFBModel FBFindModelByLabelName ( char *  pModelLabelName )

Find a model in the scene by its label name.

It is faster than FBFindModelByName. Searches the scene for a model, based on the model's label name. Label name is "NameSpaceName:ObjectName". also known as "PrefixName::ObjectName" Full name is "GroupName::NameSpaceName:ObjectName".

Parameters:
pModelLabelName LabelName of model to search for. Specify it with schema like "NameSpaceName:ObjectName",or "ObjectName" if no NameSpaceName.
Returns:
A handle onto the model with Label name matching, returns NULL if no model was found by the search.
FBSDK_DLL HFBModel FBLoadFbxPrimitivesModel ( char *  pModelName )

Load a model.

Parameters:
pModelName Name of primitive model to load.
Returns:
A handle onto the model that was loaded, returns NULL if no model was found.
FBSDK_DLL void FBFindModelsOfType ( FBModelList pList,
int  pTypeInfo,
HFBModel  pParent = NULL 
)

Find all models of a certain type in the scene.

Searches recursively from a root model for models of a certain type, and adds them to a list of models.

Return values:
pList List to add found models to.
Parameters:
pTypeInfo Model type to look for.
pParent Root model to look from (default=NULL(root)).
FBSDK_DLL void FBGetSelectedModels ( FBModelList pList,
HFBModel  pParent = NULL,
bool  pSelected = true,
bool  pSortBySelectOrder = false 
)

Find all models that are selected (if pSelected is true) Searches recursively from a root model for models that are selected, and adds them to a list of models.

Return values:
pList List to add found models to.
Parameters:
pParent Root model to look from (default=NULL(root)).
pSelected true to find selected models, false to find unselected models(default=true).
pSortBySelectOrder true to sort the result by selection order, first selected model in the first part of the list; false to sort the result by scene graph order
FBSDK_DLL void FBSelectObjectsByNamespace ( char *  pNameSpaceName,
bool  pSelect,
bool  pSearchExclusive = true 
)

FBSelectObjectsByNamespace.

This function will select objects in the current scene according to the parameters you provide

Parameters:
pNameSpaceName Indicate the name to search for selection/deselection.
pSelect Indicate if we select or unselect the objects
pSearchExclusive "true" will select object that are exclusive to that namespace(pNameSpaceName), "false" will select object that could be part of that namespace as well as others namespace.
FBSDK_DLL void FBFindObjectsByName ( const char *  pNamePattern,
FBComponentList pList,
bool  pIncludeNamespace = true,
bool  pModelsOnly = false 
)

FBFindObjectsByName.

This function will query the system for objects fulfilling a particular name pattern

Parameters:
pNamePattern Indicate the name pattern to search. This pattern can contain any amount of *. (ex: *tr*mod*scene )
pList List that contains the objects
pIncludeNamespace Does the search use the complete name (with namespace)
pModelsOnly Is the search on models or all types of objects
FBSDK_DLL HFBComponent FBFindObjectByFullName ( char *  pObjectFullName )

FBFindObjectByFullName.

This function will query the system for an object with its FullName matching. Full name is "GroupName::NameSpaceName:ObjectName". Label name is "NameSpaceName:ObjectName". also known as "PrefixName::ObjectName"

Parameters:
pObjectFullName Full Name of object to search for. Specify it with schema like "GroupName::NameSpaceName:ObjectName",or "GroupName::ObjectName" if no NameSpaceName.
Returns:
A handle onto the object with Full name matching pObjectFullName, returns NULL if no object was found by the search.
FBSDK_DLL void FBFindObjectsByNamespace ( const char *  pNamePattern,
FBComponentList pList 
)

FBFindObjectsByNamespace.

This function will query the system for objects fulfilling a particular namespace pattern

Parameters:
pNamePattern Indicate the name pattern to search. This pattern can contain any amount of *. (ex: *tr*mod*scene )
pList List that contains the objects
FBSDK_DLL void FBBeginChangeAllModels ( )

Call begin change to all models (need to be closed).

Useful for selection of many models that can trigger many related callbacks)

FBSDK_DLL void FBEndChangeAllModels ( )

Call end change to all models (should be first open).

FBSDK_DLL void FBTrace ( char *  pFormatString,
  ... 
)

This function prints useful debugging strings in the console.

By passing the argument "-console" when launching MotionBuilder, it is possible to print formatted messages, as a printf would. On Mac OSX, the strings are simply sent to stderr.

Parameters:
pFormatString A printf-style format string, to use the following arguments in the list.
Warning:
There is currently a limitation which sets the maximum length of the resulting string to be limited to 2048 bytes.
Not thread safe, as an static array is used internally.
FBSDK_DLL bool FBPopNormalTool ( char *  pToolName,
bool  pSetFocus = true 
)

This function is used to bring up a specific tool in the GUI.

Parameters:
pToolName The name of the tool as shown in the Open Reality menu.
pSetFocus Indicate if the tool will have the focus.
Returns:
If the tool was brought up successfully.