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FBX_ImportOptions Class Reference

#include <FBX_Common.h>

Public Member Functions

 FBX_ImportOptions ()
 
bool getTriangulatePatches () const
 If true, triangulates all patches and imports them as meshes. More...
 
bool getTriangulateNurbs () const
 If true, triangulates all NURBs objects and imports them as meshes. More...
 
bool getResampleAnimation () const
 
double getResampleInterval () const
 Animation resampling interval, in frames, between each sample. Defaults to 1.0. More...
 
bool getForceNormalizeVertexWeights () const
 If true, forces the normalization of vertex weights on import. More...
 
bool getTreatVertexCachesAsFloats () const
 
bool getImportBlendingAsSOPs () const
 
bool getIgnoreSegScaleComp () const
 
FBX_TextureCoordinatesNamingType getUVNamingStyle () const
 Determines whether uv coordinates are named Houdini-style or with native FBX names. More...
 
bool getCreateOGLDummyCoords () const
 
FBX_CompatibilityModeType getCompatibilityMode () const
 
FBX_MaterialImportType getMaterialImportMode () const
 Determines whether materials are imported as VOP Networks or as FBX Shaders. More...
 
double getOverrideFramerate () const
 The framerate to use to overwrite FBX's own rate. Defaults to -1 (meaning no override). More...
 
bool getCreateNullsAsSubnets () const
 
void setCreateNullsAsSubnets (bool value)
 
void setUnlockGeometry (bool value)
 
void setUnlockDeformations (bool value)
 
bool getUnlockGeometry () const
 
bool getUnlockDeformations () const
 
bool getMakePathsRelative () const
 
bool getImportIntoObj () const
 
bool getConvertToYUp () const
 
void setConvertToYUp (bool value)
 
void setImportIntoObj (bool value)
 
void setMakePathsRelative (bool value)
 
void setOverrideFramerate (double frate)
 The framerate to use to overwrite FBX's own rate. Defaults to -1 (meaning no override). More...
 
void setOverrideFrameRange (bool value)
 If True, the importer will change the scene's timerange and framerange. More...
 
bool getOverrideFrameRange () const
 
void setMaterialImportMode (FBX_MaterialImportType value)
 Determines whether materials are imported as VOP Networks or as FBX Shaders. More...
 
void setCompatibilityMode (FBX_CompatibilityModeType value)
 
void setCreateOGLDummyCoords (bool value)
 
void setUVNamingStyle (FBX_TextureCoordinatesNamingType uv_style)
 Determines whether uv coordinates are named Houdini-style or with native FBX names. More...
 
void setImportBlendingAsSOPs (bool value)
 
void setIgnoreSegScaleComp (bool value)
 
void setTreatVertexCachesAsFloats (bool value)
 
void setForceNormalizeVertexWeights (bool value)
 If true, forces the normalization of vertex weights on import. More...
 
void setResampleInterval (double frames)
 Animation resampling interval, in frames, between each sample. Defaults to 1.0. More...
 
void setTriangulatePatches (bool value)
 If true, triangulates all patches and imports them as meshes. More...
 
void setTriangulateNurbs (bool value)
 If true, triangulates all NURBs objects and imports them as meshes. More...
 
void setResampleAnimation (bool value)
 
void setHideSkinJoints (bool value)
 
bool getHideSkinJoints () const
 
void setConvertJointsToZYXRotOrder (bool value)
 
bool getConvertJointsToZYXRotOrder () const
 
void setInlineBones (bool value)
 
bool getInlineBones () const
 
void setVisualizerBones (bool value)
 
bool getVisualizerBones () const
 
void setConvertUnits (bool v)
 
bool getConvertUnits () const
 

Detailed Description

Definition at line 41 of file FBX_Common.h.

Constructor & Destructor Documentation

FBX_ImportOptions::FBX_ImportOptions ( )

Member Function Documentation

FBX_CompatibilityModeType FBX_ImportOptions::getCompatibilityMode ( ) const

This will try to adjust the importer to specific file sources (Maya, Max, etc.) and their specific bugs.

bool FBX_ImportOptions::getConvertJointsToZYXRotOrder ( ) const

If true, joints will have their rotation order converted to ZYX

bool FBX_ImportOptions::getConvertToYUp ( ) const

If true, the FBX scene will be converted to Y-up on import. If false, the scene will be imported as-is. True by default.

bool FBX_ImportOptions::getConvertUnits ( ) const
inline

Convert units to system preference on import (default false)

Definition at line 194 of file FBX_Common.h.

bool FBX_ImportOptions::getCreateNullsAsSubnets ( ) const

If true, null nodes will be created as subnets (except for joints). The children will then be placed within these subnets, instead of parented to them.

bool FBX_ImportOptions::getCreateOGLDummyCoords ( ) const

If true, and if importing UVs with original FBX names, this will create one set of UVs with standard Houdini names for OGL display.

bool FBX_ImportOptions::getForceNormalizeVertexWeights ( ) const

If true, forces the normalization of vertex weights on import.

bool FBX_ImportOptions::getHideSkinJoints ( ) const

If true, joints attached to skins will have their display disabled.

bool FBX_ImportOptions::getIgnoreSegScaleComp ( ) const

If true, no nodes will be generated for the "Segment Scale Compensate" feature in Maya. Maya's FBX plugin changed its behaviour between the 2009 and 2010 versions to bake out the segment scale compensation explicitly, so for newer files, we shouldn't do it ourselves. If we try to do it, we'll end up only compensating for the compensation, and thus undoing it. (Bug #57022)

bool FBX_ImportOptions::getImportBlendingAsSOPs ( ) const

If true, objects with Blend deforms on them will be imported as Blend SOPs. If false, they'll be imported as channels.

bool FBX_ImportOptions::getImportIntoObj ( ) const

If true, objects are imported directly into /obj network, instead of a new subnet for each FBX file.

bool FBX_ImportOptions::getInlineBones ( ) const

If true, bones will be created inline with the joints.

Note
Support is not currently exposed because export code needs to be able to disambiguate the pretransforms set into bones that need to be ignored on export.
bool FBX_ImportOptions::getMakePathsRelative ( ) const

If true, the importer will attempt to make all paths, including textures and .fbx files, relative (starting with $HIP). If false, paths will be absolute. The trick is that if paths are relative, the user must save the .hip file into the same directory as the .fbx file, otherwise all references will be lost.

FBX_MaterialImportType FBX_ImportOptions::getMaterialImportMode ( ) const

Determines whether materials are imported as VOP Networks or as FBX Shaders.

bool FBX_ImportOptions::getOverrideFrameRange ( ) const
double FBX_ImportOptions::getOverrideFramerate ( ) const

The framerate to use to overwrite FBX's own rate. Defaults to -1 (meaning no override).

bool FBX_ImportOptions::getResampleAnimation ( ) const

If true, animation will be resample into a linearly interpolated keys at every integer key frame.

double FBX_ImportOptions::getResampleInterval ( ) const

Animation resampling interval, in frames, between each sample. Defaults to 1.0.

bool FBX_ImportOptions::getTreatVertexCachesAsFloats ( ) const

This is a workaround around a bug in FBX SDK. If a vertex cache is created as a float type, the SDK cannot recognize any difference between that and the double type. If this option is true, the importer will assume any vertex caches are actually float type caches. If not, it assumes they are double. False by default.

bool FBX_ImportOptions::getTriangulateNurbs ( ) const

If true, triangulates all NURBs objects and imports them as meshes.

bool FBX_ImportOptions::getTriangulatePatches ( ) const

If true, triangulates all patches and imports them as meshes.

bool FBX_ImportOptions::getUnlockDeformations ( ) const

If true, all deformation File CHOPs will be left unlocked, which means on load, an original FBX file will be required (at the same location).

bool FBX_ImportOptions::getUnlockGeometry ( ) const

If true, all geometry File SOPs will be left unlocked, which means on load, an original FBX file will be required (at the same location).

FBX_TextureCoordinatesNamingType FBX_ImportOptions::getUVNamingStyle ( ) const

Determines whether uv coordinates are named Houdini-style or with native FBX names.

bool FBX_ImportOptions::getVisualizerBones ( ) const

If false, additional bones will not be created alongside the joints.

void FBX_ImportOptions::setCompatibilityMode ( FBX_CompatibilityModeType  value)

This will try to adjust the importer to specific file sources (Maya, Max, etc.) and their specific bugs.

void FBX_ImportOptions::setConvertJointsToZYXRotOrder ( bool  value)

If true, joints will have their rotation order converted to ZYX

void FBX_ImportOptions::setConvertToYUp ( bool  value)

If true, the FBX scene will be converted to Y-up on import. If false, the scene will be imported as-is. True by default.

void FBX_ImportOptions::setConvertUnits ( bool  v)
inline

Convert units to system preference on import (default false)

Definition at line 193 of file FBX_Common.h.

void FBX_ImportOptions::setCreateNullsAsSubnets ( bool  value)

If true, null nodes will be created as subnets (except for joints). The children will then be placed within these subnets, instead of parented to them.

void FBX_ImportOptions::setCreateOGLDummyCoords ( bool  value)

If true, and if importing UVs with original FBX names, this will create one set of UVs with standard Houdini names for OGL display.

void FBX_ImportOptions::setForceNormalizeVertexWeights ( bool  value)

If true, forces the normalization of vertex weights on import.

void FBX_ImportOptions::setHideSkinJoints ( bool  value)

If true, joints attached to skins will have their display disabled.

void FBX_ImportOptions::setIgnoreSegScaleComp ( bool  value)

If true, no nodes will be generated for the "Segment Scale Compensate" feature in Maya. Maya's FBX plugin changed its behaviour between the 2009 and 2010 versions to bake out the segment scale compensation explicitly, so for newer files, we shouldn't do it ourselves. If we try to do it, we'll end up only compensating for the compensation, and thus undoing it. (Bug #57022)

void FBX_ImportOptions::setImportBlendingAsSOPs ( bool  value)

If true, objects with Blend deforms on them will be imported as Blend SOPs. If false, they'll be imported as channels.

void FBX_ImportOptions::setImportIntoObj ( bool  value)

If true, objects are imported directly into /obj network, instead of a new subnet for each FBX file.

void FBX_ImportOptions::setInlineBones ( bool  value)

If true, bones will be created inline with the joints.

Note
Support is not currently exposed because export code needs to be able to disambiguate the pretransforms set into bones that need to be ignored on export.
void FBX_ImportOptions::setMakePathsRelative ( bool  value)

If true, the importer will attempt to make all paths, including textures and .fbx files, relative (starting with $HIP). If false, paths will be absolute. The trick is that if paths are relative, the user must save the .hip file into the same directory as the .fbx file, otherwise all references will be lost.

void FBX_ImportOptions::setMaterialImportMode ( FBX_MaterialImportType  value)

Determines whether materials are imported as VOP Networks or as FBX Shaders.

void FBX_ImportOptions::setOverrideFrameRange ( bool  value)

If True, the importer will change the scene's timerange and framerange.

void FBX_ImportOptions::setOverrideFramerate ( double  frate)

The framerate to use to overwrite FBX's own rate. Defaults to -1 (meaning no override).

void FBX_ImportOptions::setResampleAnimation ( bool  value)

If true, animation will be resample into a linearly interpolated keys at every integer key frame.

void FBX_ImportOptions::setResampleInterval ( double  frames)

Animation resampling interval, in frames, between each sample. Defaults to 1.0.

void FBX_ImportOptions::setTreatVertexCachesAsFloats ( bool  value)

This is a workaround around a bug in FBX SDK. If a vertex cache is created as a float type, the SDK cannot recognize any difference between that and the double type. If this option is true, the importer will assume any vertex caches are actually float type caches. If not, it assumes they are double. False by default.

void FBX_ImportOptions::setTriangulateNurbs ( bool  value)

If true, triangulates all NURBs objects and imports them as meshes.

void FBX_ImportOptions::setTriangulatePatches ( bool  value)

If true, triangulates all patches and imports them as meshes.

void FBX_ImportOptions::setUnlockDeformations ( bool  value)

If true, all deformation File CHOPs will be left unlocked, which means on load, an original FBX file will be required (at the same location).

void FBX_ImportOptions::setUnlockGeometry ( bool  value)

If true, all geometry File SOPs will be left unlocked, which means on load, an original FBX file will be required (at the same location).

void FBX_ImportOptions::setUVNamingStyle ( FBX_TextureCoordinatesNamingType  uv_style)

Determines whether uv coordinates are named Houdini-style or with native FBX names.

void FBX_ImportOptions::setVisualizerBones ( bool  value)

If false, additional bones will not be created alongside the joints.


The documentation for this class was generated from the following file: