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Since | 20.5 |
Inputs ¶
graph:
ApexGraphHandle
nodeid:
ApexNodeID
Computes the absolute value.
Defines an abstract control in a rig.
Computes the inverse cosine.
Calculates the sum of the input values.
Checks if two values are almost equal.
Performs a logical AND operation.
Computes the inverse sine.
Computes the inverse tangent.
Computes the inverse tangent of y/x.
Computes the average of the input values.
Constructs a bit mask from the entries of the input ports.
Returns the smallest integer greater than or equal to a floating point number.
Clamps a value between min and max.
Converts an input of type SrcT to an output of type DesT.
Copies the input argument.
Computes the cosine of an angle.
Computes the cross product of two vectors.
Converts an angle in degrees to radians.
Returns the Euclidean distance between two vectors.
Calculates the quotient of the input values.
Computes the dot product of two vectors.
Intersects a ray with a plane.
Returns True if two values are equal.
Raises a value to an exponent.
Builds a Vector2 from Floats.
Builds a Vector3 from Floats.
Builds a Vector4 from Floats.
Returns the largest integer less than or equal to a floating point number.
Defines the start of a for loop.
Defines the start of a for-each loop.
Defines the end of a for-each loop.
Defines the end of a for loop.
Returns the fractional component of a floating point number.
Extracts a single component of a vector or matrix type.
Determines if a value is greater than another value.
Determines if a value is greater than or equal to another value.
Defines the start of an If block for conditional execution.
Defines the end of an If block for conditional execution.
Extracts individual bits from a bit mask.
Inverts a matrix.
Computes the length of a vector.
Performs linear interpolation between the input values.
Determines if a value is less than another value.
Determines if a value is less than or equal to another value.
Extracts the row vectors from a Matrix3.
Extracts the row vectors from a Matrix4.
Applies the modulo operation to the two input values.
Calculates the product of the input values.
Performs linear interpolation between two vectors and normalizes the result.
Produces Perlin-style non-periodic noise.
Normalizes a vector.
Inverts the logical value.
Utility node for passing through unmodified values.
Utility node for passing through unmodified values of a given type.
Performs a logical OR operation.
Converts an angle in radians to degrees.
Looks up the value of a ramp at a specified position.
Rounds a floating point value to the nearest integer or to a specific number of decimal places.
Executes a VEX snippet.
Sets a single component of a vector or matrix type.
Computes the sine of an angle.
Calculates the difference between the input values.
Switches between different input values based on an index.
Switches between different input values based on the name of the input port.
Computes the tangent of an angle.
Represents and builds a hierarchy of transformations in a rig.
Switches between two inputs based on a Bool value.
Holds a copy of an input value.
Extracts all the components of a Vector2.
Extracts all the components of a Vector3.
Constructs a Matrix3 from the input row vectors.
Extracts all the components of a Vector4.
Constructs a Matrix4 from the input row vectors.
Performs a logical XOR operation.
Adds two arrays element-wise.
Appends a value to an array.
Builds an array with the provided values.
Clears an array.
Divides two arrays element-wise.
Extends an array with another array.
Finds the index of an array element with a specific value.
Gets an element in an array.
Inserts an element at a specific array index.
Returns the length of an array.
Performs linear interpolation between two arrays element-wise.
Finds the maximum element in an array.
Finds the minimum element in an array.
Multiplies two arrays element-wise.
Removes an element from an array.
Reverses the order of elements in an array.
Scales all elements of an array by a scalar.
Sets an element in an array.
Sorts an array in ascending order.
Subtracts two arrays element-wise.
Finds the sum of the array elements.
Adds a key to a channel.
Adds keys to channels in a collection.
Adds keys to channels in an animation stack.
Creates an animation stack from the layers of an APEX scene’s animation.
Evaluates parameters from an animation stack.
Blend keys from 2 channels using a blend value or a blend channel.
ch::ChannelCollectionFromPrims
Creates a channel collection from the channel primitives on a geometry.
Creates an APEX channel from a channel collection.
Creates an APEX channel from a channel primitive.
Adds a channel to a geometry as a curve or collection of points.
Adds a channel primitive to a geometry.
Creates APEX channels from a channel collection.
Creates APEX channels from the channel primitives on a geometry.
Adds additional cycles of the channels in a collection.
Deletes keyframes from a channel collection.
Applies an Euler filter on the rotation channels in a channel collection.
Reduces the keys of the channels in a collection while maintaining their shape.
Scales the key values of a collection of channels about a pivot.
Adds an APEX channel to a channel collection.
Adds APEX channels to a channel collection.
Shifts all the keys of a collection of channels by a constant time.
ch::CollectionSmoothAutoTangents
Computes the tangents on the keys of each channel in a collection that has auto tangents enabled.
Adds additional cycles of a channel.
Deletes keyframes from an APEX channel.
Evaluates a collection of channels and updates a dictionary with the results.
Applies an Euler filter on rotation channels.
Evaluates a channel.
Creates a channel from the sum of a set of channels.
Evaluates a set of channels.
ch::PrimsFromChannelCollection
Adds channels from a channel collection to a geometry.
Reduces the keys of a channel while maintaining its shape.
Scales the key values of a channel about a pivot.
Shifts all the keys of a channel by a constant time.
Computes the tangents on the keys of a channel that has auto tangents enabled.
Adds an abstract control to a graph.
Gets the rest transform of a TransformObject node.
component::GetTransformChildren
Gets the children of a TransformObject node.
component::GetTransformDescendants
Gets the descendants of a TransformObject node.
Gets the parent of a TransformObject node.
component::InsertTransformParent
Inserts a new TransformObject node between a node and its parent.
Sets the rest transform of a TransformObject node.
component::SetRestTransformFromSkel
Sets the rest transform of a TransformObject node based on a skeleton.
Sets the parent of a TransformObject node.
Updates the control shape of a TransformObject node.
Copies a dictionary and adds new entries.
Creates a dictionary with the data IDs of the entries of an input dictionary.
Extracts multiple values from a dictionary.
Gets a value from a dictionary.
Adds new entries to a dictionary.
Gets an array of the keys of a dictionary.
Removes from a dictionary all entries with keys matching a pattern.
Renames the keys of a dictionary.
Sets a value into a dictionary.
Copies entries from one dictionary to another, using a third dictionary to define the key mapping.
Updates the entries of a dictionary with the entries of other dictionaries.
Bakes a dynamic path.
Evaluates a dynamic path at the given time.
dynamicpath::EvaluateInSourceTime
Evaluates a dynamic path at the given source time.
Evaluates a dynamic path at multiple times.
dynamicpath::EvaluateMultiInSourceTime
Evaluates a dynamic path at multiple source times.
Gets sections of a dynamic path and their corresponding layer indices.
Gets the times at which to key a character to follow the motion of a dynamic path.
Gets a section of a dynamic path and its corresponding layer index.
Gets the start time, end time, and life of a dynamic path.
dynamicpath::LoadFromAnimStack
Creates a dynamic path that represents the motion of a TransformObject by sampling the translate, rotate, and scale parameters from an animation stack.
Creates a dynamic path from arrays of positions, times, and source times.
Creates a dynamic path by sampling a set of X, Y, and Z channels.
Loads a dynamic path from the geometric representation of a dynamic path.
Constructs dynamic paths by evaluating Matrix4 outputs of a graph over time.
dynamicpath::LoadFromGraphChannels
Constructs dynamic paths by building a parameter dictionary for a graph from a channel collection, and evaluating Matrix4 outputs of the graph over time.
dynamicpath::ProjectileLifeFromPlane
Computes the life of a projectile arc based on the start position, end position, and maximum height of the projectile in a given direction.
dynamicpath::ProjectilePathEvaluatePeak
Determines the peak of a projectile path.
dynamicpath::ProjectilePathFromLife
Creates a dynamic path representing the arc of a projectile that is launched between two positions in a specific amount of time.
dynamicpath::ProjectilePathFromPlane
Creates a dynamic path representing the arc of a projectile that is launched between two positions while skimming a height plane.
dynamicpath::ProjectilePathFromSpeed
Creates a dynamic path representing the arc of a projectile that is launched between two positions with a specific initial speed.
Creates a geometry from a dynamic path.
Gets the transform of a bone in an FBIK skeleton by name.
Creates a PhysIKSolver from a FBIK skeleton.
Sets the center of mass target on an FBIK solver.
Sets the skeleton on an FBIK solver.
Set a target on an FBIK solver with a bone name.
Sets multiple targets on an FBIK solver.
Sets targets on an FBIK solver from a Dict.
Gets a FBIK skeleton stored in geometry.
Update geometry according to an FBIK skeleton.
Solves an FBIK skeleton using using a solver.
Creates a FBIK skeleton target.
Creates a packed primitive that contains the given geometry.
Returns the values of an array attribute.
Returns the value of a detail attribute.
Returns the geometry embedded in a packed primitive.
Finds all points in a geometry with a given attribute value.
Finds all primitives in a geometry with a given attribute value.
Finds all vertices in a geometry with a given attribute value.
Defines the start of a for-each loop that iterates over the points in a geometry.
Defines the end of a for-each loop that iterates over the points in a geometry.
Defines the start of a for-each loop that iterates over the primitives in a geometry.
Defines the end of a for-each loop that iterates over the primitives in a geometry.
Returns a geometry from a geometry file read from disk.
Returns an array of points based on a pattern.
Returns an array of primitives based on a pattern.
Computes an intersection cache for a geometry.
Determines the intersection point of a ray with an intersection cache.
Deforms geometry based on the reshaping of a control lattice.
Merges the points and primitives from other geometry objects into this geometry.
Packs each input and merges them together into a single geometry.
Returns the number of points in a geometry.
Returns the number of primitives in a geometry.
Returns the value of a point attribute.
Returns all the primitives that contain a given point.
Returns the value of a primitive attribute.
Returns all the points on a given primitive.
Replaces the contents of a geometry object with another geometry object.
Overrides the transforms of an agent primitive.
Sets a detail attribute value on a geometry.
Sets a point attribute value on a geometry.
Sets the value of a given attribute on all the points in a geometry.
geo::SetPointAttribValuesByName
Sets the value of an attribute on the points that match a second attribute name.
Sets a primitive attribute value on a geometry.
Sets the value of a given attribute on all the primitives in a geometry.
geo::SetPrimAttribValuesByName
Sets the value of an attribute on the primitives that match a second attribute name.
Sets a vertex attribute value on a geometry.
Sets the value of a given attribute on all the vertices in a geometry.
geo::SetVertexAttribValuesByName
Sets the value of an attribute on the vertices that match a given name.
Transforms a geometry using a transformation matrix.
Embeds a geometry into a packed primitive, replacing the primitive’s contents.
Returns the value of a vertex attribute.
Adds a node to an APEX graph.
Adds a node to the subnet of an APEX graph.
Adds or updates a node.
Adds a subnet node to an APEX graph, and sets the contents of the subnet.
Connects two APEX node ports together by adding a series of wires.
Compiles a graph and reports execution errors.
Connects two APEX node ports together by adding a wire.
Gets the default parameters of an APEX graph.
Deletes a node from an APEX graph.
Deletes a set of nodes from an APEX graph.
Duplicates the input node.
Evaluates outputs from an APEX graph.
Connects two APEX node ports together.
Returns the first matched node in an APEX graph based on a pattern.
Returns the first matched port in an APEX graph based on a pattern.
Finds a node in an APEX graph based on a node path.
Finds an input port on an APEX node.
Finds an output port on an APEX node.
Finds the tags of a node based on a pattern.
Finds an array of node IDs in an APEX graph based on a pattern.
Finds or adds a node to an APEX graph.
Finds or adds a port or subport on an APEX node based on a port name.
Finds a port on an APEX node based on a port name.
Finds the ports in an APEX graph based on a pattern.
Finds all APEX nodes that have a direct wire connection to a given port.
Finds the port that is connected to a given port.
Finds all ports that have a direct wire connection to a given port.
Finds the promoted graph input or output port that is connected to a given port.
Finds or adds a subport to a variadic port.
Gets the contents of an APEX subnet node.
Finds all the top-level parameter input ports of an APEX graph.
Finds all the top-level output ports of an APEX graph.
Checks if a tag exists on a node.
Checks if multiple tags exist on a node.
Invokes an APEX graph.
Determines whether an input port to a subgraph or subnet is connected.
Creates a default positional layout of a selection of APEX nodes.
Loads an APEX graph from geometry.
Merges the contents of an APEX graph into an existing graph.
Retrieves the data for a node in an APEX graph.
Finds all the input ports on an APEX node.
Finds all the output ports on an APEX node.
Packs an array of APEX nodes into a subnet.
Parents two nodes in a graph.
Retrieves the data for a port in an APEX graph.
Gets the node on which a port exists in an APEX graph.
Promotes an input port on a node to be an APEX graph input.
Promotes an input port to the graph’s parms node.
Promotes multiple input ports to the graph’s parms node.
Promotes an output port to the graph’s output node.
Promotes multiple output ports to the graph’s output node.
Promotes an output port on a node to be an APEX graph output.
Promotes a port to the graph’s parms or output node.
Gets the properties of an APEX graph.
Finds and replaces a tag on a node.
Rewires the output ports on a node in an APEX graph.
Updates the entries of the default parameter dictionary for an APEX Graph
Updates the entries of the properties dictionary for an APEX Graph
Sets the contents of a subnet in an APEX graph.
Sorts an APEX graph.
Compiles its internal subnetwork and outputs it as an APEX graph handle object.
Unpacks a subnet in an APEX graph.
Updates a node in an APEX graph.
Updates the parameters on a node in an APEX graph.
Updates the properties of a node in an APEX graph.
Updates the tags on a node in an APEX graph.
Writes an APEX graph to geometry.
Gets the path for a node ID in an APEX graph.
Gets the path for a port ID in an APEX graph.
Adds a skel::SetPointTransforms node to the graph.
Adds or updates the TransformObject nodes for the joints in a guide skeleton.
Finds or adds guide geometry.
Sets the properties metadata on the guide joints.
guide::UpdatePatternFromGuides
Creates string patterns from skeleton joint names or a string array.
Sets shape data on TransformObjects.
Finds the distance between two quaternions.
Creates a unit quaternion from an angle and an axis.
Creates a unit quaternion from a set of Euler angles.
Converts a rotation matrix into a unit quaternion.
Inverts a quaternion.
Multiplies two quaternions.
Rotates a vector by a quaternion.
quaternion::SwingTwistDecompose
Decomposes a quaternion into a swing and a twist along an axis.
quaternion::SwingTwistInterpolate
Interpolates between two quaternions while interpolating the swing and twist components separately.
Converts a quaternion to an axis vector and an angle.
Creates a set of Euler angles from a quaternion.
Converts a quaternion to a rotation or transformation matrix.
Applies a ragdoll simulation to one or more characters.
Combines an input transform matrix and a set of translation, rotation, and scale parameters into a new transform.
Creates a spline of a given order using a list of CVs.
Creates a spline of a given order using an array of CVs.
Outputs a transform matrix derived from a location on a curve primitive.
Extracts a local transform given a child and parent transform, taking scale inheritance rules into account.
Positions and orients joints from a root position, goal, and twist position using inverse kinematics.
Positions and orients joints from a root position, goal, and twist position using inverse kinematics, with inputs and outputs given as arrays.
Computes a transform from a weighted mix of points on a geometry.
Performs radial basis function (RBF) interpolation.
Samples a variable number of transforms from a spline.
rig::SampleSplineTransformsToArray
Samples a given number of transforms from a spline.
rig::SplineInterpolateTransforms
Generates and samples a spline.
rig::SplineInterpolateTransformsArray
Generates and samples a spline.
Adds a new dynamics object to a simulation.
Adds a new dynamics relationship to a simulation.
Attaches data to a simulation object or relationship.
Returns the geometry from a simulation at a specified time.
Finds the unique ID of a simulation object by name.
Finds the unique ID of a simulation relationship by name.
Returns the geometry from a simulation object or a relationship’s subdata.
Loads a simulation state from a file.
Removes an object from a simulation.
Removes a relationship from a simulation.
Modifies the geometry subdata for a simulation object or relationship.
Creates a new dynamics simulation.
Creates a new KineFX point on a geometry.
Deletes a KineFX point from a geometry.
Deletes a group of KineFX points from a geometry.
Evaluates a single pose from multiple MotionClips.
Finds a KineFX point by its name attribute.
Finds all the KineFX points that do not have a parent.
Finds all the ancestors of a KineFX point.
Finds all the children of a KineFX point.
Finds all the descendants of a KineFX point.
Finds the parent of a KineFX point.
Returns the local transform attribute value of a KineFX point.
Returns the world transform of a KineFX point.
Returns the world transforms of multiple KineFX points.
Sets a new parent for a KineFX point.
Sets new parents for multiple KineFX points.
Sets the world transforms of multiple KineFX points.
skel::SetPointTransformsFromAgent
Sets the world transforms of multiple KineFX points from an agent.
Sorts the KineFX points in a geometry based on its hierarchy.
Traverses the whole KineFX hierarchy and writes out the result.
Updates the attribute values of a KineFX point.
Converts a string to CamelCase style.
Finds the first occurrence of a substring.
Creates a formatted string from input values.
Converts an integer to string.
Converts a ramp to a string.
Computes the length of a string.
Converts a string to all lowercase.
Performs pattern replacement in a string.
Performs substring replacement in a string.
Splits a string into multiple tokens.
Converts a string to a ramp.
Converts a string to all uppercase.
Blends between two matrices.
Rotates a matrix’s local look at axis toward a target.
Blends multiple matrices or quaternions using a set of weights.
transform::MultiBlendFromArray
Blends an array of matrices or quaternions using an array of weights.
Applies a prerotation to the given matrix.
Prescales the given matrix in three directions simultaneously by the components of a vector.
Pretranslates a matrix by a vector.
Applies a rotation to the given matrix.
Scales the given matrix in three directions simultaneously by the components of a vector.
Performs spherical linear interpolation.
Translates a matrix by a vector.