FBTake Class Reference

#include <fbdata.h>
FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake FBTake
Inheritance diagram for FBTake:
Inheritance graph
[legend]

List of all members.


Detailed Description

A take is a container for animation in a scene.

A take stores data about animation for objects. The transport controls (FBPlayerControl) act on the current take.

In the UI transport controls, a take's start and end determine when the Timeline indicator starts and stops.

You get the current take with FBSystem::CurrentTake, as in the following Python sample:

    for myTake in FBSystem().Scene.Takes:
        print myTake.Name

To create a take and have it accessible in the Transport control you should use CopyTake (called Duplicate in the UI):

Python sample code:

    from pyfbsdk import *    
    newTake = FBSystem().CurrentTake.CopyTake("my new take name")

C++ sample code:

    FBSystem lSystem;
    HFBTake lTake = lSystem.CurrentTake->CopyTake( "my new take" );    

Definition at line 763 of file fbdata.h.


Public Member Functions

  FBTake (char *pName, HIObject pObject=NULL)
  Constructor.
virtual void  FBDelete ()
  Deletion method.
HFBTake  CopyTake (char *pNewTakeName)
  Copy the take.
void  PlotAllTakesOnSelected (FBTime pPlotPeriod)
  Plot the animation on selected models for all takes.
void  CreateNewLayer ()
  Create a new layer.
void  RemoveLayer (int pLayerIndex)
  Remove a layer.
FBAnimationLayer GetLayer (int pLayerIndex)
  Get the layer object that have the specified ID.
FBAnimationLayer GetLayerByName (char *pName)
  Get the layer object that have the specified name.
void  SetCurrentLayer (int pLayerIndex)
  Set the current layer for the take.
int  GetCurrentLayer ()
  Get the current layer for the take.
int  GetLayerCount ()
  Get the layer count.
bool  MoveCurrentLayerUp ()
  Move the current layer up, similar to using the button to move the layer in the Animation Layer tool.
bool  MoveCurrentLayerDown ()
  Move the current layer down, similar to using the button to move the layer in the Animation Layer tool.
void  DuplicateSelectedLayers ()
  Duplicate the selected layers.
void  PlotTakeOnSelected (FBTime pPlotPeriod)
  Plot the animation on selected models.
void  PlotAllTakesOnSelectedProperties (FBTime pPlotPeriod)
  Plot the animation on selected properties for all takes.
void  PlotTakeOnSelectedProperties (FBTime pPlotPeriod)
  Plot the animation on selected properties.
void  ClearAllProperties (bool pOnSelectedObjectsOnly)
  Clear the animation on all the properties.

Public Attributes

FBPropertyTimeSpan  ReferenceTimeSpan
  Read Write Property: Reference time span.
FBPropertyTimeSpan  LocalTimeSpan
  Read Write Property: Local time span.
FBPropertyString  Comments
  Read Write Property: Take comments.

Constructor & Destructor Documentation

FBTake ( char *  pName,
HIObject  pObject = NULL  
)

Constructor.

A user who wants its take to be available in Transport control should use the CopyTake method on the Current Take instead.

Parameters:
pName  Name of take.
pObject  For internal use only (default is NULL).

Member Function Documentation

virtual void FBDelete (  )  [virtual]

Deletion method.

Using this method to delete the take insure that the destruction process follows the same path as if the GUI had been used.

Reimplemented from FBComponent.

HFBTake CopyTake ( char *  pNewTakeName  ) 

Copy the take.

Will create a copy of the current take, with the current take data. This is analogous to creating a new take, and copying the current take data into it. The newly created take is automaticaly added to the scene and available in the Transport control.

Parameters:
pNewTakeName  The name for the new take.
Returns:
Handle to the newly created take.

void PlotAllTakesOnSelected ( FBTime  pPlotPeriod  ) 

Plot the animation on selected models for all takes.

Will plot the animation for all takes on the selected models in the scene.

Parameters:
pPlotPeriod  Period for the plot.

void CreateNewLayer (  ) 

Create a new layer.

void RemoveLayer ( int  pLayerIndex  ) 

Remove a layer.

Parameters:
pLayerIndex  Layer with at the specified index will be removed.

FBAnimationLayer* GetLayer ( int  pLayerIndex  ) 

Get the layer object that have the specified ID.

Parameters:
pLayerIndex  The index of the layer that will be returned.
Returns:
Layer with the specified ID.

FBAnimationLayer* GetLayerByName ( char *  pName  ) 

Get the layer object that have the specified name.

Parameters:
pName  The name of the animation layer to get.
Returns:
Layer with the specified name or NULL if no layer has been found.

void SetCurrentLayer ( int  pLayerIndex  ) 

Set the current layer for the take.

Parameters:
pLayerIndex  The layer index to be set as the current one.

int GetCurrentLayer (  ) 

Get the current layer for the take.

Returns:
The current layer index.

int GetLayerCount (  ) 

Get the layer count.

Returns:
The layer count.

bool MoveCurrentLayerUp (  ) 

Move the current layer up, similar to using the button to move the layer in the Animation Layer tool.

Use the SetCurrentLayer to specify the current layer.

Returns:
True if successful.

bool MoveCurrentLayerDown (  ) 

Move the current layer down, similar to using the button to move the layer in the Animation Layer tool.

Use the SetCurrentLayer to specify the current layer.

Returns:
True if successful.

void DuplicateSelectedLayers (  ) 

Duplicate the selected layers.

This is equivalent of doing a copy-paste.

void PlotTakeOnSelected ( FBTime  pPlotPeriod  ) 

Plot the animation on selected models.

Will plot the animation of the take in question on the selected models in the scene.

Parameters:
pPlotPeriod  Period for the plot.

void PlotAllTakesOnSelectedProperties ( FBTime  pPlotPeriod  ) 

Plot the animation on selected properties for all takes.

Will plot the animation for all takes on the selected properties in the scene.

Parameters:
pPlotPeriod  Period for the plot.

void PlotTakeOnSelectedProperties ( FBTime  pPlotPeriod  ) 

Plot the animation on selected properties.

Will plot the animation of the take in question on the selected properties in the scene.

Parameters:
pPlotPeriod  Period for the plot.

void ClearAllProperties ( bool  pOnSelectedObjectsOnly  ) 

Clear the animation on all the properties.

Parameters:
pOnSelectedObjectsOnly  Specify if clear will be performed on all objects or only on the one that are currently selected.

Member Data Documentation

FBPropertyTimeSpan ReferenceTimeSpan

Read Write Property: Reference time span.

Definition at line 868 of file fbdata.h.

FBPropertyTimeSpan LocalTimeSpan

Read Write Property: Local time span.

Definition at line 869 of file fbdata.h.

FBPropertyString Comments

Read Write Property: Take comments.

Definition at line 870 of file fbdata.h.


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