// =========================================================================== // 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. // =========================================================================== // // // Creation Date: March 3rd, 2012 // // Description: // Wrap all procedures that are called by FBX in HumanIK. // This is because they have been renamed in Maya // // To be removed when the proc is renamed in FBX global proc mayaHIKsetCharacterInput(string $pCharacter, string $pNewCharacterSrc ) { hikSetCharacterInput( $pCharacter, $pNewCharacterSrc ); } // To be removed when the proc is renamed in FBX global proc mayaHIKenableCharacter( string $pCharacter, int $activateAndDirtyFlags ) { hikEnableCharacter( $pCharacter, $activateAndDirtyFlags ); } // To be removed when the proc is renamed in FBX. // This may also be used in the characterization plugin. If so, it will need to be renamed there too. global proc refreshAllCharacterLists() { hikUpdateCharacterList(); } // To be removed when the proc is renamed in FBX global proc showHideHIKCharacterToolFK( int $show ) { hikShowHideRigFkNodes( hikGetCurrentCharacter(), $show ); } // To be removed when the proc is renamed in FBX global proc showHideHIKCharacterToolIK( int $show ) { hikShowHideRigIKNodes( hikGetCurrentCharacter(), $show ); } // To be removed when the proc is renamed in FBX global proc string CreateHIKCharacter() { return hikCreateCharacterNoUpdateOfCurrent(); } // To be removed when the proc is renamed in FBX global proc int mayaHIKisCharacterLocked(string $character) { return hikIsDefinitionLocked( $character ); } // To be removed when the proc is renamed in FBX global proc mayaHIKcharacterLock( string $pCharacter, int $pLock, int $pValidateAndSaveStance ) { hikCharacterLock( $pCharacter, $pLock, $pValidateAndSaveStance ); } // To be removed when the proc is renamed in FBX global proc string getProperty2StateFromCharacter(string $pCharacter) { return hikGetProperty2StateFromCharacter($pCharacter); } // To be removed when the proc is renamed in FBX global proc string CreateControlSet() { return hikCreateControlRigNode(); } // To be removed when the proc is renamed in FBX global proc ConnectCharacterDef(string $pOutput, string $pInput) { hikConnectCharacterDefinition( $pOutput, $pInput); } // To be removed when the proc is renamed in FBX global proc AddFkToControlSet(string $pControlSet, string $pFkNode, int $pNodeId) { hikAddFkToControlRig( $pControlSet, $pFkNode, $pNodeId); } // To be removed when the proc is renamed in FBX global proc createHIKKeyingGroups(string $pCharacter, string $keyingGroups[]) { hikCreateKeyingGroups( $pCharacter, $keyingGroups); } // To be removed when the proc is renamed in FBX global proc string[] getFkNodesFromControlSet( string $controlSet ) { return hikGetFkNodesFromControlRig( $controlSet ); } // To be removed when the proc is renamed in FBX global proc addToKeyingGroups(string $node, int $isIkEffector, string $keyingGroups[]) { hikAddToKeyingGroups( $node, $isIkEffector, $keyingGroups); } // To be removed when the proc is renamed in FBX global proc setKeyingMode() { hikSetKeyingMode(); } // To be removed when the proc is renamed in FBX global proc string BuildStateFromFK(string $pControlSet) { return hikBuildStateFromFK( $pControlSet); } // To be removed when the proc is renamed in FBX global proc string BuildStateFromEffector(string $pControlSet) { return hikBuildStateFromEffector($pControlSet); } // To be removed when the proc is renamed in FBX global proc string CreatePinningNode() { return hikCreatePinningNode(); } // To be removed when the proc is renamed in FBX global proc ConnectEffectorStateObject(string $pOutput, string $pInput) { hikConnectEffectorStateObject($pOutput, $pInput); } // To be removed when the proc is renamed in FBX global proc ConnectEffectorsToPinningState(string $pPinningState, string $pControlSet) { hikConnectEffectorsToPinningState($pPinningState, $pControlSet); } // To be removed when the proc is renamed in FBX global proc string[] getSolverFromCharacter(string $pCharacter) { return hikGetSolverFromCharacter($pCharacter); } // To be removed when the proc is renamed in FBX global proc bindEffectors2PropState( string $pControlSet, string $pPropState ) { hikBindEffectors2PropState( $pControlSet, $pPropState ); } // To be removed when the proc is renamed in FBX global proc string[] BuildFKIKSyncFromState(string $StateObj, string $pControlSet) { return hikBuildFKIKSyncFromState($StateObj, $pControlSet); } // To be removed when the proc is renamed in FBX global proc string[] getEffectorFromCharacterStateFromCharacter(string $pCharacter) { return hikGetEffectorFromCharacterStateFromCharacter($pCharacter); } // To be removed when the proc is renamed in FBX global proc ConnectPropState(string $pOutput, string $pInput) { hikConnectPropState($pOutput, $pInput); } // To be removed when the proc is renamed in FBX global proc ConnectCharacterStateObject(string $pOutput, string $pInput) { hikConnectCharacterStateObject($pOutput, $pInput); } // To be removed when the proc is renamed in FBX global proc createAuxPivotFromNode( string $character, int $effId, string $auxPivot ) { hikCreateAuxPivotFromNode( $character, $effId, $auxPivot ); } // To be removed when the proc is renamed in FBX global proc createAuxEffectorFromNode( string $character, int $effId, string $aux ) { hikCreateAuxEffectorFromNode( $character, $effId, $aux ); } // To be removed when the proc is renamed in FBX global proc mayaHIKsetRigInput( string $pCharacter ) { hikSetRigInput( $pCharacter ); } // To be removed when the proc is renamed in FBX global proc mayaHIKsetStanceInput( string $pCharacter ) { hikSetStanceInput( $pCharacter ); } // To be removed when the proc is renamed in FBX global proc string[] getSkeletonNodesFromCharacter(string $character) { return hikGetSkeletonNodes( $character ); } // To be removed when the proc is renamed in FBX global proc int deleteControlRig(string $pCharacter) { // no need of the parameter in the new version of the proc. It takes the current character automaticly. return hikDeleteControlRig(); } // To be removed when the proc is renamed in FBX. // This is also used in the characterization plugin. It will need to be renamed there too. global proc deleteCharacter(string $pCharacter) { hikDeleteCharacter($pCharacter); } // To be removed when the proc is renamed in FBX. global proc string GetCharacterDef(string $pObject) { return hikGetCharacterDefinition($pObject); } // To be removed when the proc is renamed in FBX. global proc updateHIKCharacterToolCharacterList( ) { hikUpdateCharacterList(); } // To be removed when the proc is renamed in FBX. global proc string[] getRigFkNodes(string $pCharacter, int $includeRefNode ) { return hikGetRigFKNodes( $pCharacter, $includeRefNode ); } // To be removed when the proc is renamed in FBX. global proc int mayaHIKisCharacterEnabled( string $pCharacter ) { return hikIsCharacterEnabled( $pCharacter ); } // To be removed when the proc is renamed in FBX. global proc string mayaHIKgetCharacterInput( string $pCharacter ) { return hikGetRetargetCharacterInput( $pCharacter ); } // To be removed when the proc is renamed in FBX. global proc string[] getIkNodesFromControlSet( string $controlSet, int $includeAux ) { return hikGetIkNodesFromControlRig( $controlSet, $includeAux ); } // To be removed when the proc is renamed in FBX. global proc int GetHIKEffectorIdFromName(string $name) { return hikGetEffectorIdFromName($name); } // To be removed when the proc is renamed in FBX. global proc int GetHIKNodeIdFromName(string $name) { return hikGetNodeIdFromName($name); } // To be removed when the proc is renamed in FBX. global proc int GetHIKNodeCount() { return hikGetNodeCount(); } // To be removed when the proc is renamed in FBX. global proc AddSkToCharacter(string $pCharacter, string $pNode, int $pNodeId, int $doSelect ) { hikAddSkToCharacter($pCharacter, $pNode, $pNodeId, $doSelect ); } // To be removed when the proc is renamed in FBX. global proc SetSkTOffsetOnCharacter(string $pCharacter, int $pNodeId, float $Tx, float $Ty, float $Tz) { hikSetSkTOffsetOnCharacter($pCharacter, $pNodeId, $Tx, $Ty, $Tz); } // To be removed when the proc is renamed in FBX. global proc SetSkROffsetOnCharacter(string $pCharacter, int $pNodeId, float $Rx, float $Ry, float $Rz) { hikSetSkROffsetOnCharacter($pCharacter, $pNodeId, $Rx, $Ry, $Rz); } // To be removed when the proc is renamed in FBX. global proc SetSkSOffsetOnCharacter(string $pCharacter, int $pNodeId, float $Sx, float $Sy, float $Sz) { hikSetSkSOffsetOnCharacter($pCharacter, $pNodeId, $Sx, $Sy, $Sz); } // To be removed when the proc is renamed in FBX. global proc string GetControlSetForCharacter(string $pCharacter) { return hikGetControlRig($pCharacter); } // To be removed when the proc is renamed in FBX. global proc mayaHIKsetInactiveStanceInput( string $pCharacter ) { hikSetInactiveStanceInput( $pCharacter ); } global proc AddIkToControlSet(string $pControlSet, string $pIkEffector, int $pEffectorId, int $pEffectorSetId) { hikAddIkToControlRig($pControlSet, $pIkEffector, $pEffectorId, $pEffectorSetId); }