FBAnimationNode Class Reference


Detailed Description

Inheritance diagram for FBAnimationNode:
Inheritance graph
[legend]

List of all members.

Public Member Functions

  __init__ (str pName=None, object pObject=None)
  Constructor.
  KeyAdd (FBTime pTime, float pData)
  Add a key to the animation node.
  KeyAdd (float pData)
  Add a key to the animation node at current time.
bool  SetCandidate (float Data)
  Set the current candidate values for current time.
  SetBufferType (bool pGlobal)
  Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.
  KeyCandidate ()
  Keys the current candidate values for current time.
int  GetSizeOfData ()
  Get sizeof void Data Ptr.
int  GetDataDoubleArrayCount ()
  If the DataPtr is of numeric value type ...
bool  WriteData (float Data, HFBEvaluateInfo pEvaluateInfo)
  Write data to animation node.
bool  WriteGlobalData (float Data, HFBEvaluateInfo pEvaluateInfo)
  Write global data to animation node.
bool  ReadData (float Data, HFBEvaluateInfo pEvaluateInfo)
  Read data from animation node.
bool  ReadData (float Data, FBTime pTime)
  Read data from animation node.
bool  ReadData (float Data)
  Read the last data evaluated for this animation node ...
bool  Evaluate (float Data, FBTime pTime, bool pEvaluateCandidate=True)
  Evaluate the animation node data for a given time.
bool  IsKey ()
  Verifies if there is a key at the current.
  KeyRemove ()
  Remove key at current time.
HFBAnimationNode  GetAnimationToRecord ()
  Get animation node to record to.
HFBAnimationNode  GetAnimationToPlay ()
  Get animation node to play from.
FBTime  ConvertGlobalToNodeTime (FBTime pKeyTime)
  Convert global time to node time.
FBTime  ConvertNodeToGlobalTime (FBTime pKeyTime)
  Convert node time to global time.

Public Attributes

FBPropertyString  Label
  Read Write Property: Label (UI Name).
FBPropertyString  UserName
  Read Only Property: Name of animation node.
FBPropertyBase  Reference
  Read Write Property: User-defined reference.
FBPropertyBase  KeyCount
  Read Only Property: Number of keys.
FBPropertyFCurve  FCurve
  Read Write Property: FCurve for animation.
FBPropertyBase  Live
  Read Write Property: Is animation live?.
FBPropertyBase  RecordMode
  Read Write Property: Is the node in recording mode (device connectors)?.
FBPropertyAnimationNode  Parent
  Read Only Property: Parent animation node.
FBPropertyInterpolation  DefaultInterpolation
  Read Write Property: Default type of interpolation.
FBPropertyListAnimationNode  Nodes
  List: List of animation nodes.
FBPropertyEventAnimationNode  OnChange
  Event: Called when the value of this property is modified.

Member Function Documentation

__init__ ( str  pName = None,
object  pObject = None 
)

Constructor.

Parameters:
pName Name of animation node (default is NULL).
pObject For internal use only (default is NULL).
Examples
UI/FCurveEditor.py, Tasks/ClearKeysOnSelectedModels.py, Tasks/TraversingRelationConstraint.py, Samples/FCurve/CopyAnimation.py
KeyAdd ( FBTime  pTime,
float  pData 
)

Add a key to the animation node.

Parameters:
pTime Time to add key at.
pData Value of data to add at pTime.
KeyAdd ( float  pData )

Add a key to the animation node at current time.

Parameters:
pData Value of data to add.
bool SetCandidate ( float  Data )

Set the current candidate values for current time.

Returns:
true if successful.
SetBufferType ( bool  pGlobal )

Set buffer type for ANIMATIONNODE_TYPE_LOCAL_TRANSLATION, ANIMATIONNODE_TYPE_LOCAL_ROTATION and ANIMATIONNODE_TYPE_LOCAL_SCALE.

Parameters:
pGlobal Is buffer local or global.
KeyCandidate ( )

Keys the current candidate values for current time.

int GetSizeOfData ( )

Get sizeof void Data Ptr.

int GetDataDoubleArrayCount ( )

If the DataPtr is of numeric value type ...

get the size of the array ex: Light Intensity:1, Translation 3

Returns:
Size of DataPtr array.
bool WriteData ( float  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Write data to animation node.

Parameters:
Data Data to write to animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool WriteGlobalData ( float  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Write global data to animation node.

Parameters:
Data Data to write to animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool ReadData ( float  Data,
HFBEvaluateInfo  pEvaluateInfo 
)

Read data from animation node.

Parameters:
Data Data to read from animation node.
pEvaluateInfo Node evaluation information (access to system and local time).
Returns:
true if successful.
bool ReadData ( float  Data,
FBTime  pTime 
)

Read data from animation node.

Parameters:
Data Data to read from animation node.
pTime Time to read.
Returns:
true if successful.

This will launch a new evaluation buffer to read the data and therefore this call is only safe if it is executed from the main thread, e.g. within a tool. In all other cases, you should use ReadData( double *Data, HFBEvaluateInfo pEvalInfo );

bool ReadData ( float  Data )

Read the last data evaluated for this animation node ...

this call doesn't generate a pull on the connection attached to this AnimationNode. No validation is done on the pointer size. You must provide a buffer that is at least GetSizerOfData() size.

Parameters:
Data Data to read from animation node.
Returns:
true if successful.
bool Evaluate ( float  Data,
FBTime  pTime,
bool  pEvaluateCandidate = True 
)

Evaluate the animation node data for a given time.

Parameters:
Data Data to read from animation node.
pTime Time to evaluate the node.
pEvaluateCandidate Do evaluate the candidate or not.
Returns:
Status of animation node.
bool IsKey ( )

Verifies if there is a key at the current.

Returns:
true if there is a key at the current time.
KeyRemove ( )

Remove key at current time.

HFBAnimationNode GetAnimationToRecord ( )

Get animation node to record to.

Returns:
Animation node to record to.
HFBAnimationNode GetAnimationToPlay ( )

Get animation node to play from.

Returns:
Animation node to be played.
FBTime ConvertGlobalToNodeTime ( FBTime  pKeyTime )

Convert global time to node time.

(NOTE: Only used in the context of a story clip)

Parameters:
pKeyTime Time of the key to convert.
FBTime ConvertNodeToGlobalTime ( FBTime  pKeyTime )

Convert node time to global time.

(NOTE: Only used in the context of a story clip)

Parameters:
pKeyTime Time of the key to convert.

Member Data Documentation

Read Write Property: Label (UI Name).

Read Only Property: Name of animation node.

FBPropertyBase Reference

Read Write Property: User-defined reference.

FBPropertyBase KeyCount

Read Only Property: Number of keys.

FBPropertyFCurve FCurve

Read Write Property: FCurve for animation.

Examples
Tasks/StartKeysAtCurrentTime.py
FBPropertyBase Live

Read Write Property: Is animation live?.

FBPropertyBase RecordMode

Read Write Property: Is the node in recording mode (device connectors)?.

FBPropertyAnimationNode Parent

Read Only Property: Parent animation node.

FBPropertyInterpolation DefaultInterpolation

Read Write Property: Default type of interpolation.

FBPropertyEventAnimationNode OnChange

Event: Called when the value of this property is modified.


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