Viz Arc User Guide
Version 2.0 | Published July 03, 2024 ©
Action Properties
All Actions in the project can be accessed and modified via scripting. Use the GetAction function to get a reference to the action:
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BaseAction GetAction(string actionName)
 
Note: It's possible for a project to contain multiple actions that have the same name. If that is the case for your project, the first Action created with a name is returned. Make sure to use unique names when accessing actions through scripting.
Every Action type has these generic properties:
| 
         Action type  | 
                
         Description  | 
        
| 
         string Name  | 
                
         The title of the action.  | 
        
| 
         string Description  | 
                
         By default this is the type of action (for example, "Key", "Chroma", "Image" etc.). When assigned to a TransformationAction and visible on the SET view, this field is used as a tooltip when the mouse hovers over the element.  | 
        
| 
         int ExecutionDelay  | 
                
         Expressed in milliseconds, minimum delay is 0 (default), maximum delay is 10000 (10 seconds).  | 
        
Every Action type has these generic methods:    
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void Execute(): Executes the action.
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void Preview(): Executes the action on the preview channel.
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void QueryState(): Queries the current state of the action from the Editing Engine. For example, if the action is a transformation action, it retrieves the current transformation from the editing engine's scene tree and updates the UI accordingly.
 
The example below shows how to set the alpha value to 75% of an Alpha Action called AlphaText and execute the action from scripting:
var alphaAction = GetAction("AlphaText");alphaAction.Alpha = 75.0;alphaAction.Execute();
There are specific properties/functions for each action type:    
Alpha
Properties:
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double Alpha
 
Chroma
Properties:
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ChromaPrecisionContent Precision
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double hueAdjust
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double saturationAdjust
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int edgeBlur
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double despillScale
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double backingPlateR
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double backingPlateR
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double backingPlateR
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double yellowGain
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double cyanGain
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int denoiseRadius
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int denoiseSharpen
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double opacityPoint
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doube transparencyPoint
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double bgEdgeGain
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double bgSpillGain
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double bgLWBlur
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double colorEdgeGain
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double colorSpillGain
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double colorLightwrapR
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double colorLightwrapG
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double colorLightwrapB
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bool addShadows
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double innerShadows
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double shadowsGain
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bool addHighlights
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double innerHighlights
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double highlightsGain
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double masterLiftR
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double masterLiftG
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double masterLiftB
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double masterGammaR
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double masterGammaG
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double masterGammaB
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double masterGainR
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double masterGainG
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double masterGainB
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double masterSaturation
 
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var action = GetAction("Chroma");// sample for setting some color Precision Keyer settingsaction.Precision.hueAdjust = -1140;action.Precision.saturationAdjust = 2.0;Command
Properties:
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string Command
 
ControlObject
Director
Properties:
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string DirectorType
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Possible values: START, STOP, CONTINUE, CONTINUE_REVERSE, PLAY_FROM, PLAY_FROM_REVERSE, FROM_TO, GO_TO, PAUSE
 
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Group
This action has no additional public properties.
Image
Properties:
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string Image
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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bool IsBuiltin
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string Builtin
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Possible values: LIVE1, LIVE2, CLIP1, etc.
 
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double PosX
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double PosY
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double RotX
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double RotY
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double RotZ
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double ScaX
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double ScaY
 
The Image parameter can be assigned to a Graphic Hub path when the string starts with "IMAGE*"; when it starts with "http" it will be assumed to be a web link (or a Media Service link), otherwise it will be interpreted as a local file path, see the samples below:
var imageAction = GetAction("Image");imageAction.Image = "IMAGE*/VizArc/arcLogo";// orimageAction.Image = "http://127.0.0.1:21099/serve/original/AR_03.jpg";// orimageAction.Image = "C:/Users/admin/Desktop/CAKE.jpg";Light
Properties:
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string LightType [read only]
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Possible values: NONE, SPOTLIGHT, DIRECTIONAL, AREA, POINT
 
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string LightColor
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double LightIntensity
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double DiffuseIntensity
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double SpecularIntensity
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double LightRadius
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double OuterConeAngle
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double InnerConeAngle
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int LightLayer
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double DirectionalSpread
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double RadiosityMultiplier
 
Key
Properties:
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bool KeyEnabled
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bool CombineBackground
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bool DepthInfoOnly
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bool DrawKey
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bool DrawRGB
 
Material
Properties:
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string ColorHex [#RRGGBB]
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string Diffuse [#RRGGBB]
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string Emission [#RRGGBB]
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string Specular [#RRGGBB]
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string Ambient [#RRGGBB]
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double Alpha [0…100]
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double Shiniess [0…100]
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bool UseSimpleColor
 
Functions:
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SetColorRBG(int r, int g, int b)
 
MSE
Properties:
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string Page
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string DirectorType
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Possible values: TAKE, CONTINUE, TAKE_OUT
 
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Multizone Chroma Key
Properties:
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string ZoneName
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double Height
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double Altitude
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double Luminance
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double MinLuminance
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double MinGrad
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double MaxLuminance
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double MaxGrad
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double Blend
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double U
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double V
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double UVDiameter
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double UVGradient
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bool IsFullscreen
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bool PickLuma
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bool PickChroma
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bool PickInViz
 
NDI
Properties:
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int Preset
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Value must be between 0 and 99
 
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float Velocity
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Value must be between 0 and 1
 
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Omo
Properties:
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int ElementIndex
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bool ShowUntil
 
PBR
Properties:
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Modes
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bool IsPreload
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bool IsGHMode
 
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GH Mode
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string PhongMaterialAsset
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Value should be a Graphic Hub path that starts with "MATERIAL_DEFINITION*"
 
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Values Mode
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Material Settings
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string ColorTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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|string ColorTint
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bool ColorIsSRGB
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string EmissiveTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string EmissiveColor
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double EmissiveIntensity
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string NormalTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string RoughnessTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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double RoughnessFactor
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string MetallicTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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double MetallicFactor
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string AmbientOcclusionTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string HeightTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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double HeightDepth
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string EnvironmentTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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double EnvironmentRotation
 
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Texture Settings
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double TillingU
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double TillingV
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double UvAngle
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double UvScaleU
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double UvScaleV
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double UvOffsetU
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double UvOffsetV
 
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Phong
Properties:
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Modes
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bool IsPreload
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bool IsGHMode
 
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GH Mode
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string PbrMaterialAsset
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Value should be a Graphic Hub path that starts with "MATERIAL_DEFINITION*"
 
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Values Mode
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Material Settings
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string ColorTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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|string ColorTint
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bool ColorIsSRGB
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string AmbientTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string AmbientColor
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For example: "#FF00A0"
 
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double AmbientIntensity
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string DiffuseTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string DiffuseColor
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For example: "#FF00A0"
 
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double DiffuseIntensity
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string SpecularTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string SpecularColor
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For example: "#FF00A0"
 
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double SpecularIntensity
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string EmissiveTexture
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Value should be a Graphic Hub path that starts with "IMAGE*"
 
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string EmissiveColor
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For example: "#FF00A0"
 
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double EmissiveIntensity
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double Shininess
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bool Lit
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Whether the material should be lit
 
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Texture Settings
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double UvAngle
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double UvScaleU
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double UvScaleV
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double UvOffsetU
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double UvOffsetV
 
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Scene Loader
Properties:
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bool UseGUID
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string FrontUUID
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string MainUUID
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string BackUUID
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string GfxUUID
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string SubSceneUUID
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bool FrontClear
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bool MainClear
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bool BackClear
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bool GfxClear
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bool SubSceneClear
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bool FrontResetStage
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bool MainResetStage
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bool BackResetStage
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bool GfxResetStage
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int GfxLayerNumber [0,…,17]
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bool SubSceneResetStage
 
Script
Functions:
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dynamic GetParameterValue(string name)
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Returns the value of a Script UI element. The name is the name of the UI parameter as specified in the viz script by the RegisterParameter* function.
 
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bool SetParameterValue(string name, dynamic value)
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Sets the value for a UI parameter. The name is the name of the UI parameter as specified in the viz script by the RegisterParameter* function. Returns true on success.
 
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// get the script action with the name "scriptA"let action = GetAction("scriptA")// set some parameter valuesaction.SetParameterValue("aDouble", 3.3)action.SetParameterValue("aInteger", 2)action.SetParameterValue("aString", "another string")action.SetParameterValue("aMultiString", "another\\nmultistring")action.SetParameterValue("aBool", false)action.SetParameterValue("aImage", "c:/tmp/test.jpg")// read the parameter valuesConsole.WriteLine("aDouble value is " + action.GetParameterValue("aDouble"))Telemetrics
Properties:
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int Program
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int Scene
 
Text
Properties:
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string Text
 
Tracking Hub Command
Properties:
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string Command
 
Transformation
Properties:
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double PosX
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double PosY
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double PosZ
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bool PosEnabled
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double RotX
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double RotY
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double RotZ
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bool RotEnabled
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double ScaX
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double ScaY
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double ScaZ
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bool ScaEnabled
 
Utah Router
Properties:
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int Source
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int Desitnation
 
Unreal Animation
Properties:
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string AnimationMode
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Possible values: LOAD, CONTINUE, PAUSE
 
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bool IsLooping
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double PlayRate
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double BlendTime
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string SelectedAnimation
 
Unreal Blueprint
Unreal Dispatcher
This action has no additional public properties.
Unreal Scene Loader
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bool GetStreamingLevelVisibility(int index)
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Returns true when the Streaming Level at position index is visible
 
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void SetStreamingLevelVisibility(int index, bool value)
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Sets the Visibility to value, at position index.
 
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string[] GetStreamingLevels()
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Returns the list of Streaming Levels present in the action.
 
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int GetNumberOfStreamingLevels()
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Returns the number of Streaming Levels present in the action.
 
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Unreal Sequencer
Properties:
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string DirectorType
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Possible values: START, STOP, CONTINUE, START_REVERSE, CONTINUE_REVERSE, PLAY_FROM, PLAY_FROM_REVERSE, GO_TO, PAUSE
 
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int LoopCount
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double PlayRate
 
Unreal Text
Properties:
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string Text
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double ScaleX
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double ScaleY
 
Vinten
This action has no additional public properties.
Virtual Studio
Properties:
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int SelectedSceneIndex
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bool SendPosition
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string SetName
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double PosX
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double PosY
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double PosZ
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double RotY
 
Visibility
Properties:
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bool Visibility
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string VisibilityMode
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Possible values: ON, OFF, ONOFF, DUAL_MODE
 
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Viz Camera
Properties:
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int SelectedCamera
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bool RemoteEnabled
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bool IsRemote
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bool AngleEnabled
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double Angle
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bool PosEnabled
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double PosX
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double PosY
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double PosZ
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bool DirEnabled
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double Pan
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double Tilt
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double Twist
 
Viz Clip
Properties:
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string ClipName
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bool IsLoader
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string ControlType
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possible values: START, STOP, CONTINUE, PAUSE
 
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string SelectedClipChannel
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bool PlayOnLoad
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bool HasLoop
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bool ShouldQueue
 
Viz PBR Material
Properties:
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bool IsPreLoad
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bool IsGHMode
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string PbrMaterialAsset
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string ColorTexture
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string ColorTint
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For example: "#FF00A0"
 
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bool ColorIsSRGB
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string EmissiveTexture
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string EmissiveColor
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For example: "#FF00A0"
 
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double EmissiveIntensity
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string NormalTexture
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string RoughnessTexture
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double RoughnessFactor
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string MetallicTexture
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double MetallicFactor
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string AmbientOcclusionTexture
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string HeightTexture
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double HeightDepth
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string EnvironmentTexture
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double EnvironmentRotation
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double TillingU
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double TillingV
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double UvAngle
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double UvScaleU
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double UvScaleV
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double UvOffsetU
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double UvOffsetV