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
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.
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Public Member Functions
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FBAnimationLayer
(char *pName, int pLayerID, HIObject pObject=NULL) |
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Constructor.
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virtual void |
FBDelete
() |
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Virtual FBDelete function.
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void |
AddChildLayer
(HFBAnimationLayer pAnimationLayer) |
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Add a child to the layer.
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FBAnimationLayer * |
GetChildLayer
(int pIndex) |
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Get the nth child layer of this layer.
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int |
GetChildCount
() |
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Get the child layer count of this layer.
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void |
GetCompleteChildHierarchy
(FBArrayTemplate< FBAnimationLayer *
> *pChildArray) |
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Get the all the children hierarchy of the
layer, including children not directly connected to this layer.
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void |
SetParentLayer
(FBAnimationLayer
*pParentLayer) |
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Set the parent layer.
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FBAnimationLayer * |
GetParentLayer
() |
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Get the parent layer.
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int |
GetLayerIndex
() |
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Get the layer index.
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void |
SelectLayer
(bool pValue, bool pExclusiveSelect) |
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Select the layer.
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bool |
IsSelected
() |
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Verify if the layer is selected.
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Public Attributes
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FBPropertyBool |
Solo |
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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.
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FBPropertyBool |
Mute |
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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.
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FBPropertyBool |
Lock |
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Read Write Property: If true, the
layer is locked. You cannot modify keyframes on a locked layer.
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FBPropertyAnimatableDouble |
Weight |
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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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FBPropertyLayerMode |
LayerMode |
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Read Write Property: Layer mode. By
default, the layer is in kFBLayerModeAdditive mode. Cannot be
applied to the BaseAnimation Layer.
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FBPropertyLayerRotationMode |
LayerRotationMode |
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Read Only Property: Layer rotation
mode. Cannot be applied to the BaseAnimation Layer.
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