#pragma once //- // =========================================================================== // Copyright 2018 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk license // agreement provided at the time of installation or download, or which // otherwise accompanies this software in either electronic or hard copy form. // =========================================================================== //+ // // CLASS: MFnCharacter // // **************************************************************************** #include #include #include class TsetCmd; class Tstring; OPENMAYA_MAJOR_NAMESPACE_OPEN // **************************************************************************** // CLASS DECLARATION (MFnCharacter) //! \ingroup OpenMayaAnim MFn //! \brief Function Set for Characters /*! Maya offers "character" nodes to simplify the setting of keyframes on collections of attributes. The implementation of the "character" is a sub-class of MFnSet taking advantage of the fact that attributes can be represented as MObjects and can be made members of a set. The fact that sets also derive from MObject means that characters may have other character sets as members thus establishing a hierarchy. Only attributes and characters can be members of a character set. The character node will disallow the addition of other objects to its set. Character sets are also part of a partition, meaning that membership of character sets cannot overlap with other character sets. Thus, when an attribute already in a character is added to another character it must be removed from the original character. Characters are integral to Maya's nonlinear animation system, "Trax". Trax allows the user to create "animation clips", which bundle a set of animation curves so that they can be reused multiple times, with different timing then the original clip. When a clip is created, Maya finds the the animation curves that are attached to the attributes in the character set and moves those animation curves into the newly created clip. The MFnClip function set is the Maya function set for clips. Clips in maya can be of two types: source clips and scheduled clips. In the Maya UI, source clips are visible in the Visor while scheduled clips are visible in Trax. A source clip contains the animation curves for the clip. An scheduled clip contains data about the placement of an instance of a source clip in the Maya timeline. In this context, an "instance" means that the animation curves from the source clip are shared by the scheduled clip. Scheduled clips never contain their own animation curves, they always refer to a source clip's curves. For example, if you create a clip called "run" in maya that lasts from frames 1-20, a source clip node will be created with a start of 1, a duration of 19, and dependency graph connections to all of the animation curves that make up the "run". If you then place an instance of the run clip at frame 5 and another instance of the run clip at frame 20, you have 2 scheduled clips: one with a start frame of 5 and one with a start frame of 20. As mentioned in the previous paragraph, only a single set of animation curves exist for the run regardless of the number of times the run is scheduled. Trax also allows you to create "blends" between clips, which enable you to control the transition between the clips. A blend is represented in the dependency graph by an "animBlendInOut" node, which uses an animation curve to determine the transition type. In the dependency graph, when a character has animation clips, the character node will always be connected to a "clipLibrary" node and a "clipScheduler" node. The clipLibrary node is connected to all of the source clips and their animation curves. The clipScheduler node is connected to the scheduled clips and blends. It is the clipScheduler that computes the final animation by looking at the placement and overlap of the clips and feeding the attribute data back into the character set. */ class OPENMAYAANIM_EXPORT MFnCharacter : public MFnSet { declareMFn(MFnCharacter, MFnSet); public: MStatus attachSourceToCharacter( MObject& sourceClip, MDGModifier& dgMod); MStatus attachInstanceToCharacter( MObject& instanceClip, MDGModifier& dgMod); MStatus addCurveToClip( MObject& curve, MObject& sourceClip, MPlug& characterPlug, MDGModifier& dgMod); MObject createBlend( MObject& instancedClip1, MObject& instancedClip2, MObject& blendAnimCurve, MDGModifier& dgMod, MStatus *ReturnStatus = NULL); bool blendExists(MObject& instancedClip1, MObject& instancedClip2, MObject& blendResult); bool removeBlend(MObject& instancedClip1, MObject& instancedClip2, MDGModifier& dgMod, MStatus* ReturnStatus = NULL); bool getCharacterThatOwnsPlug(MPlug& plug, MObject& result) const; MStatus getMemberPlugs(MPlugArray& result) const; MStatus getSubCharacters(MSelectionList& result) const; MObject getClipScheduler(MStatus * ReturnStatus = NULL); int getScheduledClipCount(MStatus * ReturnStatus = NULL); MObject getScheduledClip(int index, MStatus * ReturnStatus = NULL); int getSourceClipCount(MStatus * ReturnStatus = NULL); MObject getSourceClip(int index, MStatus * ReturnStatus = NULL); int getBlendCount(MStatus * ReturnStatus = NULL); MObject getBlend(int index, MStatus * ReturnStatus = NULL); MStatus getBlendClips(int index, MObject& clip1, MObject& clip2); BEGIN_NO_SCRIPT_SUPPORT: declareMFnConstConstructor( MFnCharacter, MFnSet ); END_NO_SCRIPT_SUPPORT: protected: Tstring setCommandString() override; TsetCmd* setCommand() override; private: // No private members }; OPENMAYA_NAMESPACE_CLOSE