FBAnimationLayer Class Reference

FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer FBAnimationLayer
Inheritance diagram for FBAnimationLayer:
Inheritance graph
[legend]

List of all members.


Detailed Description

Animation Layer class.

This class permits you to access animation layer properties and modify them. Changing the various properties of the layers will modify how the animation will be interpreted. For example, muting a layer will mute all the animation contained on the layer. You can access the animation layer object from the take, usign the FBTake::GetLayer() and FBTake::GetLayerByName(). See the FBTake class for more details.

See sample: AnimationLayers.py.


Public Member Functions

  FBAnimationLayer (str pName, int pLayerID)
  Constructor.
  AddChildLayer (FBAnimationLayer pAnimationLayer)
  Add a child to the layer.
  FBDelete ()
  Virtual FBDelete function.
int  GetChildCount ()
  Get the child layer count of this layer.
FBAnimationLayer  GetChildLayer (int pIndex)
  Get the nth child layer of this layer.
  GetCompleteChildHierarchy (FBArrayTemplate< FBAnimationLayer > pChildArray)
  Get the all the children hierarchy of the layer, including children not directly connected to this layer.
int  GetLayerIndex ()
  Get the layer index.
FBAnimationLayer  GetParentLayer ()
  Get the parent layer.
bool  IsSelected ()
  Verify if the layer is selected.
  SelectLayer (bool pValue, bool pExclusiveSelect)
  Select the layer.
  SetParentLayer (FBAnimationLayer pParentLayer)
  Set the parent layer.

Public Attributes

FBLayerMode  LayerMode
  Read Write Property: Layer mode. By default, the layer is in kFBLayerModeAdditive mode. Cannot be applied to the BaseAnimation Layer.
FBLayerRotationMode  LayerRotationMode
  Read Only Property: Layer rotation mode. Cannot be applied to the BaseAnimation Layer.
bool  Lock
  Read Write Property: If true, the layer is locked. You cannot modify keyframes on a locked layer.
bool  Mute
  Read Write Property: If true, the layer is muted. A muted layer is not included in the result animation. Cannot be applied to the BaseAnimation Layer.
bool  Solo
  Read Write Property: If true, the layer is soloed. When you solo a layer, you mute other layers that are at the same level in the hierarchy, as well as the children of those layers. Cannot be applied to the BaseAnimation Layer.
FBAnimatableDouble  Weight
  Read Write Property: The weight value of a layer determines how much it is present in the result animation. Takes a value from 0 (the layer is not present) to 100. The weighting of a parent layer is factored into the weighting of its child layers, if any. BaseAnimation Layer always has a Weight of 100.

Constructor & Destructor Documentation

FBAnimationLayer ( str  pName,
int  pLayerID  
)

Constructor.

Parameters:
pName  Name of the animation layer.
pLayerID  ID to set for the new layer.

Member Function Documentation

AddChildLayer ( FBAnimationLayer  pAnimationLayer  ) 

Add a child to the layer.

Layer ID of the new child layer might change after parenting depending where the child layer was originally located.

Parameters:
pAnimationLayer  Layer to set as a child.

FBDelete (  ) 

Virtual FBDelete function.

See sample: DeleteHierarchy.py.

Reimplemented from FBComponent.

int GetChildCount (  ) 

Get the child layer count of this layer.

The count will only includes direct child of the layer.

Returns:
Child layer count, or -1 if unsuccessful

FBAnimationLayer GetChildLayer ( int  pIndex  ) 

Get the nth child layer of this layer.

Parameters:
pIndex  Index of the child layer to get.
Returns:
Child animation layer located at pIndex

GetCompleteChildHierarchy ( FBArrayTemplate< FBAnimationLayer pChildArray  ) 

Get the all the children hierarchy of the layer, including children not directly connected to this layer.

Parameters:
pChildArray  Array of child layers, will be filled by the function.
Python
The function takes no parameter and returns a Python list. ex : lArray = lAnimationLayer.GetCompleteChildHierarchy()

int GetLayerIndex (  ) 

Get the layer index.

Returns:
The layer index in the current layer hierarchy. This value will change if the hierarchy is modified. Return -1 if unsuccessful.

FBAnimationLayer GetParentLayer (  ) 

Get the parent layer.

Returns:
A pointer to the parent layer or NULL if the layer doesn't have a parent.

bool IsSelected (  ) 

Verify if the layer is selected.

Returns:
True if the layer is selected, false otherwise.

SelectLayer ( bool  pValue,
bool  pExclusiveSelect  
)

Select the layer.

This is the equivalent of selecting the layer in the UI in the Animation Layer Editor tool

Parameters:
pValue  True if the layer will be selected, false otherwise.
pExclusiveSelect  If pValue is true, passing true will deselect all the other layers, creating an exclusive selection.

SetParentLayer ( FBAnimationLayer  pParentLayer  ) 

Set the parent layer.

Parameters:
pParentLayer  pointer to the parent layer or NULL if you want to unparent the layer.

Member Data Documentation

FBLayerMode LayerMode

Read Write Property: Layer mode. By default, the layer is in kFBLayerModeAdditive mode. Cannot be applied to the BaseAnimation Layer.

FBLayerRotationMode LayerRotationMode

Read Only Property: Layer rotation mode. Cannot be applied to the BaseAnimation Layer.

bool Lock

Read Write Property: If true, the layer is locked. You cannot modify keyframes on a locked layer.

bool Mute

Read Write Property: If true, the layer is muted. A muted layer is not included in the result animation. Cannot be applied to the BaseAnimation Layer.

bool Solo

Read Write Property: If true, the layer is soloed. When you solo a layer, you mute other layers that are at the same level in the hierarchy, as well as the children of those layers. Cannot be applied to the BaseAnimation Layer.

FBAnimatableDouble Weight

Read Write Property: The weight value of a layer determines how much it is present in the result animation. Takes a value from 0 (the layer is not present) to 100. The weighting of a parent layer is factored into the weighting of its child layers, if any. BaseAnimation Layer always has a Weight of 100.


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