Object Hierarchy | Related C++ Class: ClipEffect
ClipEffect
v4.0
The ClipEffect object represents the set of effects associated
with a clip. Each ClipEffect object contains one item corresponding
to a MappedItem. These ClipEffectItems contain expressions that
control the clip without affecting the Source on which the clip was instantiated. For
example, you can create a walk cycle with a progressive offset by
using an expression similar to this: '(cid * 10) + this'
ClipEffects are available from the Clip object using the Clip.Effect property.
| Application | Categories | FullName
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Help |
| IsActive | IsPoseEffectActive | Items | Name ![]() |
| NestedObjects | Origin | OriginPath | Parent |
| PoseEffect | TimeReference | Type ![]() |
Variables |
oRoot = Application.ActiveSceneRoot
oCube = oRoot.AddGeometry("Cube", "MeshSurface")
#Creating the first animation source
oSource = Application.StoreAction(oRoot, "cube.kine.local.posx,cube.kine.local.posy,cube.kine.local.posz",
1, "StoredStaticPose", 1, 1, 5, 0, 0)
#Creating the first clip
oClip = Application.AddClip(oRoot, oSource)
for i in range(oClip.MappedItems.Count):
oCurrMappedItem = oClip.MappedItems(i)
oParam = oCurrMappedItem.Destination
if oParam.FullName == "cube.kine.local.posy":
Application.SetMappingRule(oClip.FullName + ".ActionClip",oParam,"frame",i+1)
break
Application.LogMessage("The expression associated with the posy item is "
+ oCurrMappedItem.ClipEffectItem.Expression)
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/*
This example demonstrates how to get at the ClipEffect objects by creating some
sources and clips with clip effects and then finding them again through the mapped
items on the clips in the mixer.
*/
NewScene( ActiveProject, false );
// Set up some sources and clips in the scene (see end of example for details)
CreateFCurveAction( ActiveSceneRoot );
// Get all the clips in the mixer and then the sources
var clips = ActiveSceneRoot.Mixer.Clips;
for ( var i=0; i<clips.Count; i++ ) {
// Look at their mapped items, but avoid the audio clips
if ( clips(i).Type != siClipAudioType && clips(i).MappedItems ) {
var clp = clips(i);
LogMessage( "Found " + clp.MappedItems.Count + " mapped items(s)" );
for ( var j=0; j<clp.MappedItems.Count; j++ ) {
var mapping = clp.MappedItems(j);
if ( mapping.ClipEffectItem.Expression != "" ) {
LogMessage( "\t...this clip has a clip effect item matching this expression:" );
LogMessage( "\t\t" + mapping.ClipEffectItem.Expression );
}
LogMessage( "\t...destination parameter: " + mapping.Destination );
}
}
}
// Expected results:
//INFO : Found 3 mapped items(s)
//INFO : ...this clip has a clip effect item matching this expression:
//INFO : this+5
//INFO : ...destination parameter: null.kine.local.sclx
//INFO : ...destination parameter: null.kine.local.scly
//INFO : ...destination parameter: null.kine.local.sclz
// Convenience function
function CreateFCurveAction( in_model )
{
var obj = in_model.AddNull();
// Set FCurves on the null's scaling
var keys = new Array( 5, 1.2, 20, 1.7, 45, 2.0, 90, 2.5 );
obj.sclx.AddFCurve2( keys );
var keyfactor = Math.random() * 10;
var posfactor = Math.random();
for ( var i=0; i<keys.length; i=i+2 ) {
keys[i] = keys[i] + keyfactor;
keys[i+1] = keys[i+1] * posfactor;
}
obj.scly.AddFCurve2( keys );
var keyfactor = Math.random() * 10;
var posfactor = Math.random();
for ( var i=0; i<keys.length; i=i+2 ) {
keys[i] = keys[i] - keyfactor;
keys[i+1] = keys[i+1] * posfactor;
}
obj.sclz.AddFCurve2( keys );
// Get list of parameters to mark
var params = obj.sclx.FullName + ",";
params += obj.scly.FullName + ",";
params += obj.sclz.FullName;
// Make the FCurves into an Action
var src = StoreAction( in_model, params, 2, "StoredAnimFCrvAction" );
var clip = AddClip( in_model, src );
// Add some clip effects to it
var toclip = clip+".ActionClip";
var rtn = GetMappingRule( toclip, 0 );
var from = rtn.Value( "From" );
SetMappingRule( toclip, from, "this+5", 1 );
}
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