Source
 
 
 

Source

Object Hierarchy | Related C++ Class: Source

Inheritance

SIObject

ProjectItem

Source

Introduced

v4.0

Description

Sources are references to data which are instantiated. For example, a shape source becomes a ShapeClip in the animation mixer when it is instantiated there. There are several types of sources:

(1) Action animation: stores animation data with a RelativeName to a parameter. For example, an action animation source, when instantiated, may include an fcurve driving an object's position in space over time, etc. Action animation is a specialized kind of Source object called an ActionSource object--see the ActionSource documentation for more details.

(2) Shape animation: stores shape data on point clusters relative to the reference shape in ShapeKeys. Shape animation is a specialized kind of Source object called an ActionSource object--see the ActionSource documentation for more details.

(3) Audio files: audio sources add to the scene content when instantiated (rather than modifying scene data like action and shape animation). Audio sources contain references to audio files (supported formats: *.aiff/.aif, *.aifc, *.avi, *.mov, *.qt, and *.wav).

(4) Image files: image sources add to the scene content when instantiated (rather than modifying scene data like action and shape animation). Image sources contain references to image files (see the Image object for more details).

This object represents all sources (for action and shape animation sources, see ActionSource), including audio and image sources. To access the existing underlying sources used to instantiate a clip, use the Clip.Source property.

To create audio and image sources, you can use the ImportAudio and AddImageSource commands which import or add references to the external source files, and then return the Source object. For creating action and shape sources via scripting, see ActionSource.

Methods

AddCustomOp AddICEAttribute AddProperty AddScriptedOp
AddScriptedOpFromFile AnimatedParameters2 BelongsTo operator EvaluateAt
GetICEAttributeFromName IsA IsAnimated2 IsClassOf operator
IsEqualTo operator IsKindOf IsLocked operator IsSelected operator
LockOwners RemoveICEAttribute SetAsSelected operator SetCapabilityFlag operator
SetLock TaggedParameters UnSetLock  
       

Properties

Application BranchFlag operator Capabilities operator Categories
EvaluationID Families operator FullName operator Help
HierarchicalEvaluationID ICEAttributes LockLevel operator LockMasters operator
LockType operator Model Name operator NestedObjects
ObjectID Origin OriginPath Owners
PPGLayout operator Parameters operator Parent Parent3DObject
Properties Selected operator Type operator  
       

Examples

JScript Example

/*
        This example illustrates how to retrieve the image file name used for the texture of
        an object. It also illustrates how to retrieve the x and y resolution of that image.
*/
var oCube = CreatePrim( "Cube", "MeshSurface", null, null );
ApplyShader( null, null, null, siUnspecified, siLetLocalMaterialsOverlap );
CreateProjection( "cube", siTxtSpherical, siTxtDefaultSpherical, "", "Texture_Projection", null, siRelDefault, "" );
BlendInPresetsInsp( null, null, null, true, siReplaceAndBlendInPreset, null, null, null, null );
var oImageClip = oCube.Material.CurrentImageClip;
var oImageSource = oImageClip.Source;
LogMessage( "The image filename is " + oImageSource.Parameters("FileName").Value );
LogMessage( "The image x resolution is " + oImageSource.Parameters("XRes").Value );
LogMessage( "The image y resolution is " + oImageSource.Parameters("YRes").Value );
// Expected result:
//INFO : The image filename is <factory_location>\rsrc\noIcon.pic
//INFO : The image x resolution is 256
//INFO : The image y resolution is 256

See Also

Clip.Source AddImageSource ImportAudio