ClipEffect
 
 
 

ClipEffect

Object Hierarchy | Related C++ Class: ClipEffect

Inheritance

SIObject

ClipEffect

Introduced

v4.0

Description

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.

Methods

IsClassOf operator IsEqualTo operator    
       

Properties

Application Categories FullName operator Help
IsActive IsPoseEffectActive Items Name operator
NestedObjects Origin OriginPath Parent
PoseEffect TimeReference Type operator Variables

Examples

1. Python Example

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)

2. JScript Example

/*
        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 );
}

See Also

ClipEffectItem Clip.Effect GetMappingRule SetMappingRule