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. |
|
Basic system interaction.
The FBSystem file contains the necessary data structure to interface with the underlying system.
Definition in file fbsystem.h.
| #define FBSDK_DLL K_DLLIMPORT |
Be sure that FBSDK_DLL is defined only once...
Definition at line 50 of file fbsystem.h.
| typedef FBVideoGrabOptions* HFBVideoGrabOptions |
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.
| enum FBBatchProcessType |
Different process type for the batch.
| 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.
| enum FBBatchFileFormat |
Different file formats for the batch.
Definition at line 277 of file fbsystem.h.
| enum FBBatchOnTakeExist |
Different actions to perform when a take already exist while in a batch process.
Definition at line 289 of file fbsystem.h.
Different actions to perform when a scene already contains batch takes while in a batch process.
| kFBBatchOnContainsBatchTakesSaveBatchTakesOnly |
Save only the batch takes. |
| kFBBatchOnContainsBatchTakesSaveAllTakes |
Save all the takes. |
Definition at line 297 of file fbsystem.h.
| enum FBBatchStatus |
Different return values of the Batch process.
Definition at line 305 of file fbsystem.h.
{
kFBBatchStatusSuccess,
kFBBatchStatusError,
kFBBatchStatusCharacterNotSpecified,
kFBBatchStatusCharacterNotCharacterized,
kFBBatchStatusCharacterHasNoReference,
kFBBatchStatusInputActorNotSpecified,
kFBBatchStatusActorInputMarkersetNotSpecified,
kFBBatchStatusActorInputMarkersetHasNoReferenceModel,
kFBBatchStatusActorInputMarkersetNotCorrectlyAssociated,
kFBBatchStatusInputCharacterNotCharacterized,
kFBBatchStatusInputCharacterHasNoReference,
kFBBatchStatusInputDirectoryNotValid,
kFBBatchStatusAsfSkeletonFileNotSpecified,
kFBBatchStatusCantOpenAsfSkeletonFile,
kFBBatchStatusOutputDirectoryNotValid
};
| enum FBRotationFilter |
Rotation filters.
Definition at line 369 of file fbsystem.h.
| enum FBViewerMode |
Different viewer modes for the 3D viewer.
| 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.
| enum FBTransportMode |
Transport modes.
Definition at line 665 of file fbsystem.h.
{
kFBTransportPlay, kFBTransportPlayPrepare, kFBTransportPlayReady,
kFBTransportStop, kFBTransportStopPost, kFBTransportStopReady,
kFBTransportShuttle, kFBTransportShuttlePrepare, kFBTransportShuttleReady,
kFBTransportPlayReverse, kFBTransportPlayReversePrepare, kFBTransportPlayReverseReady,
kFBTransportJog, kFBTransportJogPrepare, kFBTransportJogReady,
kFBTransportGoto, kFBTransportGotoPrepare, kFBTransportGotoReady,
kFBTransportStepForward, kFBTransportStepForwardPrepare, kFBTransportStepForwardReady,
kFBTransportStepBackward, kFBTransportStepBackwardPrepare,kFBTransportStepBackwardReady
};
Available transport control time display.
| kFBTimeFormatTimecode |
Timecode time display mode. |
| kFBTimeFormatFrame |
Frame time display mode. |
Definition at line 678 of file fbsystem.h.
| enum FBTransportPlaySpeed |
Available transport control play speed.
Definition at line 688 of file fbsystem.h.
| enum FBTransportSnapMode |
Available snap methods for the transport control.
Definition at line 706 of file fbsystem.h.
Available DAG parallel schedule algorithm.
Definition at line 873 of file fbsystem.h.
| 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.
| pObject | Object to get SDK object for. |
| pAutoCreate | Create object if it doesn't exist? (default = false) |
pObject.| T* FBCast | ( | HIObject | pObject, |
| bool | pAutoCreate =
false |
||
| ) | [inline] |
Cast the SDK object using it's IObject interface into the proper class.
| pObject | Object to get SDK object for. |
| pAutoCreate | Create object if it doesn't exist? (default = false) |
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_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.
Interface to scheudle the DAG (Directed Acyclic Graph) tasks to multi-core/CPU (or GPU) to accerlerate evaluate process.
| __FB_FORWARD | ( | FBKeyControl | ) |
| __FB_FORWARD | ( | FBPointCacheManager | ) |
| FB_FORWARD | ( | FBCriticalSection | ) |
| __FB_FORWARD | ( | FBReferenceTime | ) |
| 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.
| 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.
| 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.
| 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.
| MilliSeconds | Time to sleep for. |
| K_DEPRECATED FBSDK_DLL HFBModel FBFindModelByName | ( | char * | pModelName, |
| HFBModel | pParent =
NULL |
||
| ) |
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.
| pModelName | Name of model to search for. Could be "FullName", "LabelName" or "ObjectName". |
| pParent | Root model to search from (default=NULL(root)). |
| 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".
| pModelLabelName | LabelName of model to search for. Specify it with schema like "NameSpaceName:ObjectName",or "ObjectName" if no NameSpaceName. |
| FBSDK_DLL HFBModel FBLoadFbxPrimitivesModel | ( | char * | pModelName | ) |
Load a model.
| pModelName | Name of primitive model to load. |
| 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.
| pList | List to add found models to. |
| 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.
| pList | List to add found models to. |
| 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
| 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
| 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"
| pObjectFullName | Full Name of object to search for. Specify it with schema like "GroupName::NameSpaceName:ObjectName",or "GroupName::ObjectName" if no NameSpaceName. |
| FBSDK_DLL void FBFindObjectsByNamespace | ( | const char * | pNamePattern, |
| FBComponentList & | pList | ||
| ) |
FBFindObjectsByNamespace.
This function will query the system for objects fulfilling a particular namespace pattern
| 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.
| pFormatString | A printf-style format string, to use the following arguments in the list. |
| FBSDK_DLL bool FBPopNormalTool | ( | char * | pToolName, |
| bool | pSetFocus =
true |
||
| ) |
This function is used to bring up a specific tool in the GUI.
| pToolName | The name of the tool as shown in the Open Reality menu. |
| pSetFocus | Indicate if the tool will have the focus. |