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