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August 7, 2020 13:26
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Gotcha Examples
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def toggle_parallel_settings( func ): | |
def _wrapper( *args, **kwargs ): | |
# Store the initial values. | |
evaluate_manager = pyfbsdk.FBEvaluateManager() | |
p_evaluation = evaluate_manager.ParallelEvaluation | |
p_pipeline = evaluate_manager.ParallelPipeline | |
p_deformation = evaluate_manager.ParallelDeformation | |
# Turn them all off | |
evaluate_manager.ParallelEvaluation = False | |
evaluate_manager.ParallelPipeline = False | |
evaluate_manager.ParallelDeformation = False | |
pyfbsdk.FBSystem().Scene.evaluate( ) | |
# Run the method | |
results = func( *args, **kwargs ) | |
evaluate_manager.ParallelEvaluation = p_evaluation | |
evaluate_manager.ParallelPipeline = p_pipeline | |
evaluate_manager.ParallelDeformation = p_deformation | |
return results | |
return _wrapper |
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def get_prop_value_from_key( self, prop, frame = None ): | |
""" | |
Method grabs the property value from the FCurve rather than the property's Data attribute. | |
Why do we do this? | |
Because motionbuilder's scene must be evaluated constantly, properties can get out of sync, but usually are | |
evaluated just prior to the user seeing them in the viewport. Using the pyfbsdk.FBSystem().OnUiIdle callback | |
is before the evaluation, so we must evaluate to get the property values. | |
However, evaluating as often as the UIIdle callback is called is dangerous and prone to crashing, so instead | |
we trust the keys/fcurves in this scenario to give us the proper values. | |
""" | |
anim_node = prop.GetAnimationNode( ) | |
# If no anim node, or FCurve on the anim node, we exit | |
if not anim_node: | |
return 0 | |
if not anim_node.FCurve: | |
return 0 | |
if frame: | |
# Convert it to FBTime | |
current_time = pyfbsdk.FBTime( 0, 0, 0, frame ) | |
else: | |
current_time = pyfbsdk.FBSystem().Scene.LocalTime | |
# Get the value from the FCurve at that time | |
value = anim_node.FCurve.Evaluate( current_time ) | |
return value |
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objects = [ ] # List of objects you want to delete | |
unable_to_process = [ ] | |
# Convert the object to a list if the object isn't a list or tuple | |
if not isinstance( objects, ( set, tuple, list ) ): | |
objects = [ objects ] | |
# Iterate through he list and disconnect/delete | |
for obj in objects: | |
assert isinstance( obj, pyfbsdk.FBPlug ) | |
if self.is_obj_unbound( obj ): # Check to be sure this object isn't unbound, if it is you don't want to touch it. | |
continue | |
if not obj.GetObjectFlags() & pyfbsdk.FBObjectFlag.kFBFlagDeletable: | |
unable_to_process.append( obj.LongName ) | |
continue | |
obj.BeginChange( ) | |
if disconnect_dst: | |
dst_objects = [ ] | |
# Disconnect all Dst objects except for the Scene component. | |
for i in range( 0, obj.GetDstCount( ) - 1 ): | |
dst_objects.append( obj.GetDst( i ) ) | |
for dst_object in dst_objects: | |
if not isinstance( dst_object, pyfbsdk.FBScene ): | |
obj.DisconnectDst( dst_object ) | |
if disconnect_src: | |
obj.DisconnectAllSrc( ) | |
obj.EndChange() | |
obj.FBDelete( ) |
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Some of these methods could probably be optimized or made to be better/more flexible but the practices above have worked well for me in the past.