FBAnimationLayer Class Reference

#include <fbdata.h>
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.

Allows you to create animation layers and change their properties. Changing layer properties modifies the result animation. For example, muting a layer mutes the animation contained on the layer. You can access the animation layer object from the take, using the FBTake::GetLayer() and FBTake::GetLayerByName(). See also the FBTake class.

Definition at line 636 of file fbdata.h.


Public Member Functions

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

Public Attributes

FBPropertyBool  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.
FBPropertyBool  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.
FBPropertyBool  Lock
  Read Write Property: If true, the layer is locked. You cannot modify keyframes on a locked layer.
FBPropertyAnimatableDouble  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.
FBPropertyLayerMode  LayerMode
  Read Write Property: Layer mode. By default, the layer is in kFBLayerModeAdditive mode. Cannot be applied to the BaseAnimation Layer.
FBPropertyLayerRotationMode  LayerRotationMode
  Read Only Property: Layer rotation mode. Cannot be applied to the BaseAnimation Layer.

Constructor & Destructor Documentation

FBAnimationLayer ( char *  pName,
int  pLayerID,
HIObject  pObject = NULL  
)

Constructor.

Parameters:
pName  Name of the animation layer.
pLayerID  ID to set for the new layer.
pObject  For internal use only.

Member Function Documentation

virtual void FBDelete (  )  [virtual]

Virtual FBDelete function.

Reimplemented from FBComponent.

void AddChildLayer ( HFBAnimationLayer  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.

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

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

void GetCompleteChildHierarchy ( FBArrayTemplate< FBAnimationLayer * > *  pChildArray  ) 

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

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

void SetParentLayer ( FBAnimationLayer pParentLayer  ) 

Set the parent layer.

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

FBAnimationLayer* GetParentLayer (  ) 

Get the parent layer.

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

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.

void 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.

bool IsSelected (  ) 

Verify if the layer is selected.

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

Member Data Documentation

FBPropertyBool 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.

Definition at line 653 of file fbdata.h.

FBPropertyBool 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.

Definition at line 654 of file fbdata.h.

FBPropertyBool Lock

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

Definition at line 655 of file fbdata.h.

FBPropertyAnimatableDouble 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.

Definition at line 656 of file fbdata.h.

FBPropertyLayerMode LayerMode

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

Definition at line 657 of file fbdata.h.

FBPropertyLayerRotationMode LayerRotationMode

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

Definition at line 658 of file fbdata.h.


Please send us your comments about this page.