IC Python API:RLPy RINode
- Main article: Modules.
- Last modified: 04/1/2020
Description
This class is used to access node parameters in a character skeleton or scene object. Retrievable parameters include name, ID, parent node, list of child nodes, and more. Update to get the world-transform of the bone node for the current point in time.
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone node name
node_name = root_bone.GetName()
print(node_name)
# Get root bone node ID
node_id = root_bone.GetID()
print(node_id)
# Get root bone parent node
parent_node = root_bone.GetParent()
print(parent_node)
# Get root bone children node list
children_node_list = root_bone.GetChildren()
print(children_node_list)
# Get root bone local transform
local_transform = root_bone.LocalTransform()
print(local_transform)
# Get root bone world transform
world_transform = root_bone.WorldTransform()
print(world_transform)
# Transfer root bone world transform matrix to local transform matrix
world_transform = root_bone.WorldTransform()
world_matrix = world_transform.Matrix()
world_to_local = bone.WorldToLocal(world_matrix)
print(world_to_local)
# Transfer root bone local transform matrix to world transform matrix
local_transform = root_bone.LocalTransform()
local_matrix = local_transform.Matrix()
local_to_world = bone.LocalToWorld(local_matrix)
print(local_to_world)
Member Functions
GetName ( self )
Get the name of the node in a character skeleton or scene object.
Returns
- Name of the node - str
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone node name
node_name = root_bone.GetName()
print(node_name)
GetID ( self )
Get the ID of the node in a character skeleton or scene object.
Returns
- ID of the node - int
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone node ID
node_id = root_bone.GetID()
print(node_id)
GetParent ( self )
Get the parent node of the bone node in a character skeleton or scene object. If a parent does not exist, then return None.
Returns
- Parent node - RINode
- No parent node - None
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone parent node
parent_node = root_bone.GetParent()
print(parent_node)
GetChildren ( self )
Get a list of child nodes for a node in a character skeleton or scene object. If this node does not have child nodes, then return None.
See Also: GetParent
Returns
- List of child nodes - RINode list
- No child nodes - None
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone children node list
children_node_list = root_bone.GetChildren()
print(children_node_list)
LocalTransform ( self )
Get the local-transform for a node in a character skeleton or scene object.
See Also: WorldTransform
Returns
- Node local-transform - RTransform
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone local transform
local_transform = root_bone.LocalTransform()
print(local_transform)
WorldTransform ( self )
Get the world-transform for a node in a character skeleton or scene object.
See Also: LocalTransform
Returns
- Node world-transform - RTransform
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone world transform
world_transform = root_bone.WorldTransform()
print(world_transform)
WorldToLocal ( self, kWorldMatrix )
Convert the world-transform matrix for a node in a character skeleton or scene object to local-transform matrix.
See Also: LocalToWorld
Parameters
- kWorldMatrix [IN] Node world-transform matrix - RMatrix4
Returns
- Node local-transform matrix - RMatrix4
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Transfer root bone world transform matrix to local transform matrix
world_transform = root_bone.WorldTransform()
world_matrix = world_transform.Matrix()
world_to_local = bone.WorldToLocal(world_matrix)
print(world_to_local)
LocalToWorld ( self, kLocalMatrix )
Convert the local-transform matrix for a node in a character skeleton or scene object to world-transform matrix.
See Also: WorldToLocal
Parameters
- kLocalMatrix [IN] Node local-transform matrix - RMatrix4
Returns
- Node local-transform matrix - RMatrix4
# Transfer root bone local transform matrix to world transform matrix
local_transform = root_bone.LocalTransform()
local_matrix = local_transform.Matrix()
local_to_world = bone.LocalToWorld(local_matrix)
print(local_to_world)
Update ( self )
Update the Transform Control for a node in a character skeleton or scene object and update the scene. After the update, the Transform Control's key values will reflect the world-transform values of the node for the current point in time.
# Get root bone
avatar_list = RLPy.RScene.GetAvatars()
avatar = avatar_list[0]
skeleton_component = avatar.GetSkeletonComponent()
root_bone = skeleton_component.GetRootBone()
# Get root bone child node world transform rotation x-axis value
motion_bones = skeleton_component.GetMotionBones()
child = motion_bones[1]
child_world = child.WorldTransform()
child_rot_x = child_world.R().x
# Set float control rotation x-axis value
RLPy.RGlobal.SetTime(RLPy.RTime(0))
animation_clip = skeleton_component.GetClip(0)
root_control = animation_clip.GetControl("Layer", root_bone)
data_block = root_control.GetDataBlock()
float_control_rotate_x = data_block.GetControl("Rotation/RotationX")
float_control_rotate_x.SetValue(RLPy.RGlobal.GetTime(), math.radians(60))
# Update root bone with float control
root_bone.Update()
# Get root bone child node world transform rotation x-axis value after updated
new_child_world = child.WorldTransform()
after_update_child_rot_x = new_child_world.R().x