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TouchDesigner Documentation MCP Server v2.3 - Pure MCP server for VS Code/Codium with comprehensive operator documentation for 629 operators + 7 tutorials across all categories (TOP, CHOP, SOP, DAT, MAT, COMP, POP). Features experimental POP operators wit
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{
"id": "actor",
"name": "Actor",
"displayName": "Actor",
"category": "COMP",
"subcategory": "Components",
"version": "",
"lastUpdated": "2025-08-08T00:37:38.490Z",
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"description": "An Actor COMP is analogous to a body (or bodies) in a physics system. An Actor COMP must be used in conjunction with a physics solver: either a Bullet Solver COMP or Nvidia Flex Solver COMP, which in turn is analogous to the world/simulation that the actors/bodies operate in. An Actor COMP can either be static, meaning it is not affected by any forces in the simulation and cannot move (ie. has infinite mass), or it can be dynamic, meaning it is moved by forces and collides with other bodies (either static or dynamic) in the world.",
"summary": "An Actor COMP is analogous to a body (or bodies) in a physics system. An Actor COMP must be used in conjunction with a physics solver: either a Bullet Solver COMP or Nvidia Flex Solver COMP, which in ",
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"name": "Initialize Actor",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nAn Actor is analogous to a body (or bodies) in a physics system. An Actor must be used in conjunction with a physics solver: either a Bullet Solver COMP or Nvidia Flex Solver COMP, which in turn is analogous to the world/simulation that the actors/bodies operate in. An Actor can either be static, meaning it is not affected by any forces in the simulation and cannot move (ie. has infinite mass), or it can be dynamic, meaning it is moved by forces and collides with other bodies (either static or dynamic) in the world.\nSee also: Flex, Bullet Dynamics, Bullet Solver COMP, Force COMP, Constraint COMP, Bullet Solver CHOP, Nvidia Flex Solver COMP, Nvidia Flex TOP.\nactorCOMP_Class\n\nContents\n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n\n\n\n\n\nStatic bodies can be concave or convex, but dynamic bodies must be convex. However, dynamic collision shapes can be compound, meaning it is a collision shape made of other collision shapes. So, a concave collision shape can be created in the dynamic case by building it out of a group of convex shapes. This can be done using multiple SOPs. Each must be convex, but combination of the SOPs does not need to be. If Automatic mode is selected, then a compound collision shape will be created from these SOPs.\nAll bodies in an Actor have a corresponding collision shape. The collision shape is what determines how objects will collide with one another, and it is important to note that what is seen in the viewer/render will not necessarily directly match the collision shape.\nCollision shapes are created using SOPs, either through the \"Collision SOPs\" parameter or by putting them inside the Actor itself. If the \"Collision SOPs\" parameter is filled in, then the Actor will create a single body from all the SOPs at that given paths (if the path is a then it will recursively grab all the SOPs in the ). If there is nothing filled in for the \"Collision SOPs\" parameter, then the Actor will instead recursively search inside itself for any SOPs that have both their display and render flags on. The Actor will create a single body and corresponding collision shape from these SOPs.\nThere are several options when it comes to creating a collision shape out of the SOPs. These options can be chosen from the \"Collision Shape\" parameter. For instance, the option \"Oriented Bounding Box\" will create a minimum volume bounding box around the selected SOPs.\nTo create multiple bodies, use the instancing on the \"\" page of the Actor . This will create any number of identical bodies, each with their own identical collision shape. Currently there is no way to create multiple non-identical bodies in a single Actor . \nBodies are initialized using the \"Initialize Actor\" parameter, so if any changes are made to the SOPs that create the bodies, then the Actor must be reinitialized. Bodies will automatically be re-initialized if the Kinematic State, Shape, or Center of Mass is changed. \nTransforms can be applied to an Actor using the Xform and Pre-Xform pages, much like on a Geometry or Camera . The transforms on the Xform and Pre-Xform pages create the initial transform of the actor in the simulation, but they can also be used to modify the transform of an actor during a simulation. Changing scale on either page will require a reinitialization of the actor since it changes the collision shape itself. Modifying any of the transforms while instancing will automatically reinitialize the actor. \nActor COMPs cannot be nested; however, Actor COMPs can be nested inside Geometry COMPs and vice versa. Geometry COMPs with a nested Actor COMPs cannot have any scale transform; however, Geometry COMPs nested inside an Actor can have scale. An Actor nested inside Geometry COMPs will use their transform only when it is initialized. Therefore, any changes to the transform of these Geometry COMPs will require a reinitialization of the Actor .\n\n\nFlex actors can either be fluid particles, a fluid particle emitter, or a static shape. \nStatic shapes in Flex are built in the same way that concave (ie. static) shapes are built in Bullet. Static shapes require a triangle mesh to build up their collision shape. However, box/sphere collision shape options can also be used to create a bounding box/sphere of the collision shape .\nFluid particles behave much the same way as instancing on a Bullet actor. The number of fluid particles is equal to the number of instances created from an instance . The instance parameters are used to give the particle an initial transform, but once the simulation is running the transform is updated from the simulation results. \nOne key difference of a fluid particle Actor is that no is needed to create a fluid particle since their size/behaviour is defined through the simulation parameters on the Nvidia Flex Solver COMP. A in the Actor can be used to the render/display the positions of the particles. Alternatively, the particle positions can be fetched using the Nvidia Flex TOP.\nFluid emitters add particles to the scene at the emission point (ie. the transform of the Actor ). Particles are added up until the emission maximum is reached, at which point emission particles will be recycled from already existing particles.\n\n\nWhen creating an Actor there are some important questions to consider:\n\nWill this Actor be in a Bullet or Flex simulation? There are many commonalities between Bullet actors and Flex actors, however they do differ in their functionality, meaning that not all parameters overlap. For Bullet specific parameters see the Bullet page of the Actor and for Flex specific parameters see the Flex page of the Actor .\nWill the bodies move? A moving body's Kinematic State must be dynamic. A static body can \"move\" by overriding its position, but this is not recommended since clipping can easily occur and and collisions will be incorrect (because the bodies won't have momentum).\nWhat SOPs will be used to create the collision shape? Every Actor has a corresponding collision shape that is created from SOPs. The SOPs can be set through the Collision SOPs parameter, or if that parameter is not set, through the display/render flags of SOPs inside the Actor .\nWhat collision shape will be used? The SOPs gathered in the previous stage are used to create the collision shape. Each collision shape has their own pros and cons, which are outlined on the Bullet Dynamics page. The collision shape is what determines how the body will interact with other bodies (ie. collide). The collision shape does not necessarily correspond with what is displayed/rendered. The collision shape can be shown using the Display Collision Shape toggle.\nWill the collision shape be concave? If the collision shape is concave and static, simply select Concave from the drop-down menu. If the collision shape is to be concave and dynamic then there is an extra step: convex decomposition. The collision shape must be a Compound collision shape (ie. a group of convex collision shapes) where each part of the compound shape is convex, but combined together create a concave shape. Each part of the compound shape is represented using a single . Consider the letter \"T\" as an example. \"T\" is concave so it will need to be split into two separate convex parts: the top line and the bottom line. 2 SOPs would be created (one for each line) for the collision shape that when combined together form the full concave \"T\". If the \"T\" were static however, it could remain as 1 .\nTo understand why two bodies might not collide it is important to understand that Bullet simulates discretely. Speed, position, constraints, collisions are all calculated on a frame by frame basis, as opposed to continuously. In the case of Bullet, collisions are calculated at the beginning and the end of a frame. What this means is that if a body is moving a large distance every frame it can clip through other bodies, because it's not colliding with it at the beginning or the end of the frame when collision is calculated. In the same vein, if an object is very thin then other bodies will be able to clip through it easier than something with more depth because bodies won't have to move as far in a frame to completely jump over it.\nContinuous collision detection (see parameter) helps to fix this by performing collision detection along the movement vector (between start/end of frame) so that collisions happening between the start/end of frame will be caught. This helps significantly with high linear velocity bodies, but not so much high angular velocity bodies.\nA couple other things to consider changing to fix body \"leaking\":\n\nManually limit the velocity of bodies, or lower the strength of the forces being applied.\nAdd depth to very thin collision surfaces. If you're using a Grid as a collision surface, consider using a Box instead. Or, if you're using a Box as the collision shape to contain other bodies inside, consider making the collision shape out of 6 individual Box SOPs (one for each side of the box) combined together.\n\n initialize - Recreates the collision shapes for all the bodies in the Actor . Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing .\n\n\n\n updatecs - If enabled the Actor will automatically update collision shapes. This will occur when the \"Collision SOPs\" or \"Collision Shape\" parameters are changes or the underlying SOPs used to create the collision shape are changed (ie. when their cook count increases).\n\n\n\n updatecspulse - When clicked this will instantly update the collosion shape.\n\n\n\n active - Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated.\n\n\n\n kinstate - - The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not.\n\n static - The bodies in this cannot be moved in the simulation. dynamic - The bodies in this can move.\n\n sops - Specifies SOPs or COMPs to use for the collision shape. If a is referenced, then just that will be used for the collision shape. But if a is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor with display and render flags on.\n\n\n\n shape - - The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor 's viewer\n\n concave - Creates a concave collision shape out of all the SOPs. Should only be used for static Actor COMPs. The SOPs used for creating the concave collisions shape should only have polygons with either 3 or 4 vertices. If this mode is selected for a dynamic Actor then a compound shape will be created instead. convex - Creates a convex hull out of all the SOPs. A convex hull is a set of points that encloses all other points (in this case, the points from the SOPs), and the shape created from these points is convex. The points of the convex hull will be points from the original set of points (ie. the ones from the SOPs) obb - Creates a bounding box around the SOPs that is oriented to minimize volume. aabb - Creates a bounding box around the SOPs that has its axis aligned with XYZ (so it's not rotated). bellipsoid - Creates a minimum volume bounding ellipsoid around the . bsphere - creates a minimum volume bounding sphere around the SOPs. The difference between this and bounding ellipsoid is that all radii are the same (XYZ). compound - A compound collision shape is a collision shape composed of other collision shapes. If the Actor is static then this has the same result as a concave shape. If the Actor is dynamic then each will be created into its own convex hull, then these will all be subsequently merged together into a single compound collision shape. This mode allows you to create concave collision shapes for dynamic bodies using multiple convex SOPs.\n\n elltol - The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is.\n\n\n\n infinitemass - Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter.\n\n\n\n mass - The mass in kilograms of the actor.\n\n\n\n cuevel - Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation.\n\n\n\n cuevelpulse - the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame.\n\n\n\n linvel - - The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n linvelx - linvely - linvelz -\n\n angvel - - The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n angvelx - angvely - angvelz -\n\n\n\n forces - A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor.\n\n\n\n globalgrav - Toggle for whether to use the Bullet Solver 's gravity (global), or its own local gravity.\n\n\n\n gravity - - Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver 's global gravity ie. the \"Use Global Gravity\" parameter above is turned off.\n\n gravityx - gravityy - gravityz -\n\n friction - The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0.\n\n\n\n rollfric - The rolling friction of the actor. It is the resistance/drag of one body (such as a sphere or cone) rolling on another.\n\n\n\n rest - The coefficient of restitution of the actor. The coefficient of restitution is the ratio of the final to initial relative between two bodies/actors when they collide. In other words, restitution is the fraction of kinetic energy preserved after a collision. If two objects collide with 100% (ie. 1) restitution, then, both bodies will bounce off each other at the same speed at which they collided.\n\n\n\n ccd - Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold.\n\n\n\n dispguide - Toggles on the display for the collision shape in the viewer.\n\n\n\n com - - Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor 's viewer. It is shown as a red axis.\n\n comx - comy - comz -\n\n bulletfb - A reference to a from which to feedback. The Actor will read transformation and velocity data (in the correct format, see Bullet Solver for more information) from the , and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver . See Bullet Solver . NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies.\n\n\n\n\n\n tricolldir - - \n\n outward - inward - both -\n\n flextype - - The type of dynamic Flex actor.\n\n fluid - A fluid actor. The number of particles will be determined by the instance input count. fluidemit - A fluid emitter actor. The number of particles will increase at a rate proportional to emission size and speed. Once the maximum is reached particles will be recycled from existing particles.\n\n emit - When enabled, the Actor will actively emit particles.\n\n\n\n emitsize - - The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high.\n\n emitsizex - emitsizey -\n\n emitspeed - The speed the particles come out of the emitter.\n\n\n\n emitmax - Sets the maximum number of particles in the Actor . Once this number is reached, emission will be done by recycling existing particles in the Actor .\n\n\n\n flexposfb - A reference to a to feedback position. The should be encoded with the position data that will be used to override position in the simulation. The texture data will be read to correspond with the Flex 's position texture.\n\n\n\n flexvelfb - A reference to a to feedback velocity. The should be encoded with the velocity data that will be used to override velocity in the simulation. The texture data will be read to correspond with the Flex 's velocity texture.\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Actor can be accessed via an Info CHOP.\n\n\n - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditormw-undo2022.241402021.100002020.236802020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Actor_COMP&oldid=31083\"\n\t\tCategory: COMPs",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nAn Actor is analogous to a body (or bodies) in a physics system. An Actor must be used in conjunction with a physics solver: either a Bullet Solver COMP or Nvidia Flex Solver COMP, which in turn is analogous to the world/simulation that the actors/bodies operate in. An Actor can either be static, meaning it is not affected by any forces in the simulation and cannot move (ie. has infinite mass), or it can be dynamic, meaning it is moved by forces and collides with other bodies (either static or dynamic) in the world.\nSee also: Flex, Bullet Dynamics, Bullet Solver COMP, Force COMP, Constraint COMP, Bullet Solver CHOP, Nvidia Flex Solver COMP, Nvidia Flex TOP.\nactorCOMP_Class\n\nContents\n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n\n\n\n\n\nStatic bodies can be concave or convex, but dynamic bodies must be convex. However, dynamic collision shapes can be compound, meaning it is a collision shape made of other collision shapes. So, a concave collision shape can be created in the dynamic case by building it out of a group of convex shapes. This can be done using multiple SOPs. Each must be convex, but combination of the SOPs does not need to be. If Automatic mode is selected, then a compound collision shape will be created from these SOPs.\nAll bodies in an Actor have a corresponding collision shape. The collision shape is what determines how objects will collide with one another, and it is important to note that what is seen in the viewer/render will not necessarily directly match the collision shape.\nCollision shapes are created using SOPs, either through the \"Collision SOPs\" parameter or by putting them inside the Actor itself. If the \"Collision SOPs\" parameter is filled in, then the Actor will create a single body from all the SOPs at that given paths (if the path is a then it will recursively grab all the SOPs in the ). If there is nothing filled in for the \"Collision SOPs\" parameter, then the Actor will instead recursively search inside itself for any SOPs that have both their display and render flags on. The Actor will create a single body and corresponding collision shape from these SOPs.\nThere are several options when it comes to creating a collision shape out of the SOPs. These options can be chosen from the \"Collision Shape\" parameter. For instance, the option \"Oriented Bounding Box\" will create a minimum volume bounding box around the selected SOPs.\nTo create multiple bodies, use the instancing on the \"\" page of the Actor . This will create any number of identical bodies, each with their own identical collision shape. Currently there is no way to create multiple non-identical bodies in a single Actor . \nBodies are initialized using the \"Initialize Actor\" parameter, so if any changes are made to the SOPs that create the bodies, then the Actor must be reinitialized. Bodies will automatically be re-initialized if the Kinematic State, Shape, or Center of Mass is changed. \nTransforms can be applied to an Actor using the Xform and Pre-Xform pages, much like on a Geometry or Camera . The transforms on the Xform and Pre-Xform pages create the initial transform of the actor in the simulation, but they can also be used to modify the transform of an actor during a simulation. Changing scale on either page will require a reinitialization of the actor since it changes the collision shape itself. Modifying any of the transforms while instancing will automatically reinitialize the actor. \nActor COMPs cannot be nested; however, Actor COMPs can be nested inside Geometry COMPs and vice versa. Geometry COMPs with a nested Actor COMPs cannot have any scale transform; however, Geometry COMPs nested inside an Actor can have scale. An Actor nested inside Geometry COMPs will use their transform only when it is initialized. Therefore, any changes to the transform of these Geometry COMPs will require a reinitialization of the Actor .\n\n\nFlex actors can either be fluid particles, a fluid particle emitter, or a static shape. \nStatic shapes in Flex are built in the same way that concave (ie. static) shapes are built in Bullet. Static shapes require a triangle mesh to build up their collision shape. However, box/sphere collision shape options can also be used to create a bounding box/sphere of the collision shape .\nFluid particles behave much the same way as instancing on a Bullet actor. The number of fluid particles is equal to the number of instances created from an instance . The instance parameters are used to give the particle an initial transform, but once the simulation is running the transform is updated from the simulation results. \nOne key difference of a fluid particle Actor is that no is needed to create a fluid particle since their size/behaviour is defined through the simulation parameters on the Nvidia Flex Solver COMP. A in the Actor can be used to the render/display the positions of the particles. Alternatively, the particle positions can be fetched using the Nvidia Flex TOP.\nFluid emitters add particles to the scene at the emission point (ie. the transform of the Actor ). Particles are added up until the emission maximum is reached, at which point emission particles will be recycled from already existing particles.\n\n\nWhen creating an Actor there are some important questions to consider:\n\nWill this Actor be in a Bullet or Flex simulation? There are many commonalities between Bullet actors and Flex actors, however they do differ in their functionality, meaning that not all parameters overlap. For Bullet specific parameters see the Bullet page of the Actor and for Flex specific parameters see the Flex page of the Actor .\nWill the bodies move? A moving body's Kinematic State must be dynamic. A static body can \"move\" by overriding its position, but this is not recommended since clipping can easily occur and and collisions will be incorrect (because the bodies won't have momentum).\nWhat SOPs will be used to create the collision shape? Every Actor has a corresponding collision shape that is created from SOPs. The SOPs can be set through the Collision SOPs parameter, or if that parameter is not set, through the display/render flags of SOPs inside the Actor .\nWhat collision shape will be used? The SOPs gathered in the previous stage are used to create the collision shape. Each collision shape has their own pros and cons, which are outlined on the Bullet Dynamics page. The collision shape is what determines how the body will interact with other bodies (ie. collide). The collision shape does not necessarily correspond with what is displayed/rendered. The collision shape can be shown using the Display Collision Shape toggle.\nWill the collision shape be concave? If the collision shape is concave and static, simply select Concave from the drop-down menu. If the collision shape is to be concave and dynamic then there is an extra step: convex decomposition. The collision shape must be a Compound collision shape (ie. a group of convex collision shapes) where each part of the compound shape is convex, but combined together create a concave shape. Each part of the compound shape is represented using a single . Consider the letter \"T\" as an example. \"T\" is concave so it will need to be split into two separate convex parts: the top line and the bottom line. 2 SOPs would be created (one for each line) for the collision shape that when combined together form the full concave \"T\". If the \"T\" were static however, it could remain as 1 .\nTo understand why two bodies might not collide it is important to understand that Bullet simulates discretely. Speed, position, constraints, collisions are all calculated on a frame by frame basis, as opposed to continuously. In the case of Bullet, collisions are calculated at the beginning and the end of a frame. What this means is that if a body is moving a large distance every frame it can clip through other bodies, because it's not colliding with it at the beginning or the end of the frame when collision is calculated. In the same vein, if an object is very thin then other bodies will be able to clip through it easier than something with more depth because bodies won't have to move as far in a frame to completely jump over it.\nContinuous collision detection (see parameter) helps to fix this by performing collision detection along the movement vector (between start/end of frame) so that collisions happening between the start/end of frame will be caught. This helps significantly with high linear velocity bodies, but not so much high angular velocity bodies.\nA couple other things to consider changing to fix body \"leaking\":\n\nManually limit the velocity of bodies, or lower the strength of the forces being applied.\nAdd depth to very thin collision surfaces. If you're using a Grid as a collision surface, consider using a Box instead. Or, if you're using a Box as the collision shape to contain other bodies inside, consider making the collision shape out of 6 individual Box SOPs (one for each side of the box) combined together.\n\n initialize - Recreates the collision shapes for all the bodies in the Actor . Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing .\n\n\n\n updatecs - If enabled the Actor will automatically update collision shapes. This will occur when the \"Collision SOPs\" or \"Collision Shape\" parameters are changes or the underlying SOPs used to create the collision shape are changed (ie. when their cook count increases).\n\n\n\n updatecspulse - When clicked this will instantly update the collosion shape.\n\n\n\n active - Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated.\n\n\n\n kinstate - - The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not.\n\n static - The bodies in this cannot be moved in the simulation. dynamic - The bodies in this can move.\n\n sops - Specifies SOPs or COMPs to use for the collision shape. If a is referenced, then just that will be used for the collision shape. But if a is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor with display and render flags on.\n\n\n\n shape - - The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor 's viewer\n\n concave - Creates a concave collision shape out of all the SOPs. Should only be used for static Actor COMPs. The SOPs used for creating the concave collisions shape should only have polygons with either 3 or 4 vertices. If this mode is selected for a dynamic Actor then a compound shape will be created instead. convex - Creates a convex hull out of all the SOPs. A convex hull is a set of points that encloses all other points (in this case, the points from the SOPs), and the shape created from these points is convex. The points of the convex hull will be points from the original set of points (ie. the ones from the SOPs) obb - Creates a bounding box around the SOPs that is oriented to minimize volume. aabb - Creates a bounding box around the SOPs that has its axis aligned with XYZ (so it's not rotated). bellipsoid - Creates a minimum volume bounding ellipsoid around the . bsphere - creates a minimum volume bounding sphere around the SOPs. The difference between this and bounding ellipsoid is that all radii are the same (XYZ). compound - A compound collision shape is a collision shape composed of other collision shapes. If the Actor is static then this has the same result as a concave shape. If the Actor is dynamic then each will be created into its own convex hull, then these will all be subsequently merged together into a single compound collision shape. This mode allows you to create concave collision shapes for dynamic bodies using multiple convex SOPs.\n\n elltol - The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is.\n\n\n\n infinitemass - Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter.\n\n\n\n mass - The mass in kilograms of the actor.\n\n\n\n cuevel - Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation.\n\n\n\n cuevelpulse - the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame.\n\n\n\n linvel - - The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n linvelx - linvely - linvelz -\n\n angvel - - The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n angvelx - angvely - angvelz -\n\n\n\n forces - A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor.\n\n\n\n globalgrav - Toggle for whether to use the Bullet Solver 's gravity (global), or its own local gravity.\n\n\n\n gravity - - Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver 's global gravity ie. the \"Use Global Gravity\" parameter above is turned off.\n\n gravityx - gravityy - gravityz -\n\n friction - The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0.\n\n\n\n rollfric - The rolling friction of the actor. It is the resistance/drag of one body (such as a sphere or cone) rolling on another.\n\n\n\n rest - The coefficient of restitution of the actor. The coefficient of restitution is the ratio of the final to initial relative between two bodies/actors when they collide. In other words, restitution is the fraction of kinetic energy preserved after a collision. If two objects collide with 100% (ie. 1) restitution, then, both bodies will bounce off each other at the same speed at which they collided.\n\n\n\n ccd - Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold.\n\n\n\n dispguide - Toggles on the display for the collision shape in the viewer.\n\n\n\n com - - Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor 's viewer. It is shown as a red axis.\n\n comx - comy - comz -\n\n bulletfb - A reference to a from which to feedback. The Actor will read transformation and velocity data (in the correct format, see Bullet Solver for more information) from the , and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver . See Bullet Solver . NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies.\n\n\n\n\n\n tricolldir - - \n\n outward - inward - both -\n\n flextype - - The type of dynamic Flex actor.\n\n fluid - A fluid actor. The number of particles will be determined by the instance input count. fluidemit - A fluid emitter actor. The number of particles will increase at a rate proportional to emission size and speed. Once the maximum is reached particles will be recycled from existing particles.\n\n emit - When enabled, the Actor will actively emit particles.\n\n\n\n emitsize - - The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high.\n\n emitsizex - emitsizey -\n\n emitspeed - The speed the particles come out of the emitter.\n\n\n\n emitmax - Sets the maximum number of particles in the Actor . Once this number is reached, emission will be done by recycling existing particles in the Actor .\n\n\n\n flexposfb - A reference to a to feedback position. The should be encoded with the position data that will be used to override position in the simulation. The texture data will be read to correspond with the Flex 's position texture.\n\n\n\n flexvelfb - A reference to a to feedback velocity. The should be encoded with the velocity data that will be used to override velocity in the simulation. The texture data will be read to correspond with the Flex 's velocity texture.\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Actor can be accessed via an Info CHOP.\n\n\n - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditormw-undo2022.241402021.100002020.236802020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Actor_COMP&oldid=31083\"\n\t\tCategory: COMPs",
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"description": "An Actor is analogous to a body (or bodies) in a physics system. An Actor must be used in conjunction with a physics solver: either a Bullet Solver COMP or Nvidia Flex Solver COMP, which in turn is analogous to the world/simulation that the actors/bodies operate in. An Actor can either be static, meaning it is not affected by any forces in the simulation and cannot move (ie. has infinite mass), or it can be dynamic, meaning it is moved by forces and collides with other bodies (either static or dynamic) in the world.\nSee also: Flex, Bullet Dynamics, Bullet Solver COMP, Force COMP, Constraint COMP, Bullet Solver CHOP, Nvidia Flex Solver COMP, Nvidia Flex TOP.\nactorCOMP_Class\n\nContents\n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n\n\n\n\n\n\nStatic bodies can be concave or convex, but dynamic bodies must be convex. However, dynamic collision shapes can be compound, meaning it is a collision shape made of other collision shapes. So, a concave collision shape can be created in the dynamic case by building it out of a group of convex shapes. This can be done using multiple SOPs. Each must be convex, but combination of the SOPs does not need to be. If Automatic mode is selected, then a compound collision shape will be created from these SOPs.\nAll bodies in an Actor have a corresponding collision shape. The collision shape is what determines how objects will collide with one another, and it is important to note that what is seen in the viewer/render will not necessarily directly match the collision shape.\nCollision shapes are created using SOPs, either through the \"Collision SOPs\" parameter or by putting them inside the Actor itself. If the \"Collision SOPs\" parameter is filled in, then the Actor will create a single body from all the SOPs at that given paths (if the path is a then it will recursively grab all the SOPs in the ). If there is nothing filled in for the \"Collision SOPs\" parameter, then the Actor will instead recursively search inside itself for any SOPs that have both their display and render flags on. The Actor will create a single body and corresponding collision shape from these SOPs.\nThere are several options when it comes to creating a collision shape out of the SOPs. These options can be chosen from the \"Collision Shape\" parameter. For instance, the option \"Oriented Bounding Box\" will create a minimum volume bounding box around the selected SOPs.\nTo create multiple bodies, use the instancing on the \"\" page of the Actor . This will create any number of identical bodies, each with their own identical collision shape. Currently there is no way to create multiple non-identical bodies in a single Actor . \nBodies are initialized using the \"Initialize Actor\" parameter, so if any changes are made to the SOPs that create the bodies, then the Actor must be reinitialized. Bodies will automatically be re-initialized if the Kinematic State, Shape, or Center of Mass is changed. \nTransforms can be applied to an Actor using the Xform and Pre-Xform pages, much like on a Geometry or Camera . The transforms on the Xform and Pre-Xform pages create the initial transform of the actor in the simulation, but they can also be used to modify the transform of an actor during a simulation. Changing scale on either page will require a reinitialization of the actor since it changes the collision shape itself. Modifying any of the transforms while instancing will automatically reinitialize the actor. \nActor COMPs cannot be nested; however, Actor COMPs can be nested inside Geometry COMPs and vice versa. Geometry COMPs with a nested Actor COMPs cannot have any scale transform; however, Geometry COMPs nested inside an Actor can have scale. An Actor nested inside Geometry COMPs will use their transform only when it is initialized. Therefore, any changes to the transform of these Geometry COMPs will require a reinitialization of the Actor .\n\n\nFlex actors can either be fluid particles, a fluid particle emitter, or a static shape. \nStatic shapes in Flex are built in the same way that concave (ie. static) shapes are built in Bullet. Static shapes require a triangle mesh to build up their collision shape. However, box/sphere collision shape options can also be used to create a bounding box/sphere of the collision shape .\nFluid particles behave much the same way as instancing on a Bullet actor. The number of fluid particles is equal to the number of instances created from an instance . The instance parameters are used to give the particle an initial transform, but once the simulation is running the transform is updated from the simulation results. \nOne key difference of a fluid particle Actor is that no is needed to create a fluid particle since their size/behaviour is defined through the simulation parameters on the Nvidia Flex Solver COMP. A in the Actor can be used to the render/display the positions of the particles. Alternatively, the particle positions can be fetched using the Nvidia Flex TOP.\nFluid emitters add particles to the scene at the emission point (ie. the transform of the Actor ). Particles are added up until the emission maximum is reached, at which point emission particles will be recycled from already existing particles.\n\n\nWhen creating an Actor there are some important questions to consider:\n\nWill this Actor be in a Bullet or Flex simulation? There are many commonalities between Bullet actors and Flex actors, however they do differ in their functionality, meaning that not all parameters overlap. For Bullet specific parameters see the Bullet page of the Actor and for Flex specific parameters see the Flex page of the Actor .\nWill the bodies move? A moving body's Kinematic State must be dynamic. A static body can \"move\" by overriding its position, but this is not recommended since clipping can easily occur and and collisions will be incorrect (because the bodies won't have momentum).\nWhat SOPs will be used to create the collision shape? Every Actor has a corresponding collision shape that is created from SOPs. The SOPs can be set through the Collision SOPs parameter, or if that parameter is not set, through the display/render flags of SOPs inside the Actor .\nWhat collision shape will be used? The SOPs gathered in the previous stage are used to create the collision shape. Each collision shape has their own pros and cons, which are outlined on the Bullet Dynamics page. The collision shape is what determines how the body will interact with other bodies (ie. collide). The collision shape does not necessarily correspond with what is displayed/rendered. The collision shape can be shown using the Display Collision Shape toggle.\nWill the collision shape be concave? If the collision shape is concave and static, simply select Concave from the drop-down menu. If the collision shape is to be concave and dynamic then there is an extra step: convex decomposition. The collision shape must be a Compound collision shape (ie. a group of convex collision shapes) where each part of the compound shape is convex, but combined together create a concave shape. Each part of the compound shape is represented using a single . Consider the letter \"T\" as an example. \"T\" is concave so it will need to be split into two separate convex parts: the top line and the bottom line. 2 SOPs would be created (one for each line) for the collision shape that when combined together form the full concave \"T\". If the \"T\" were static however, it could remain as 1 .\nTo understand why two bodies might not collide it is important to understand that Bullet simulates discretely. Speed, position, constraints, collisions are all calculated on a frame by frame basis, as opposed to continuously. In the case of Bullet, collisions are calculated at the beginning and the end of a frame. What this means is that if a body is moving a large distance every frame it can clip through other bodies, because it's not colliding with it at the beginning or the end of the frame when collision is calculated. In the same vein, if an object is very thin then other bodies will be able to clip through it easier than something with more depth because bodies won't have to move as far in a frame to completely jump over it.\nContinuous collision detection (see parameter) helps to fix this by performing collision detection along the movement vector (between start/end of frame) so that collisions happening between the start/end of frame will be caught. This helps significantly with high linear velocity bodies, but not so much high angular velocity bodies.\nA couple other things to consider changing to fix body \"leaking\":\n\nManually limit the velocity of bodies, or lower the strength of the forces being applied.\nAdd depth to very thin collision surfaces. If you're using a Grid as a collision surface, consider using a Box instead. Or, if you're using a Box as the collision shape to contain other bodies inside, consider making the collision shape out of 6 individual Box SOPs (one for each side of the box) combined together.\n\n initialize - Recreates the collision shapes for all the bodies in the Actor . Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing .\n\n\n\n updatecs - If enabled the Actor will automatically update collision shapes. This will occur when the \"Collision SOPs\" or \"Collision Shape\" parameters are changes or the underlying SOPs used to create the collision shape are changed (ie. when their cook count increases).\n\n\n\n updatecspulse - When clicked this will instantly update the collosion shape.\n\n\n\n active - Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated.\n\n\n\n kinstate - - The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not.\n\n static - The bodies in this cannot be moved in the simulation. dynamic - The bodies in this can move.\n\n sops - Specifies SOPs or COMPs to use for the collision shape. If a is referenced, then just that will be used for the collision shape. But if a is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor with display and render flags on.\n\n\n\n shape - - The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor 's viewer\n\n concave - Creates a concave collision shape out of all the SOPs. Should only be used for static Actor COMPs. The SOPs used for creating the concave collisions shape should only have polygons with either 3 or 4 vertices. If this mode is selected for a dynamic Actor then a compound shape will be created instead. convex - Creates a convex hull out of all the SOPs. A convex hull is a set of points that encloses all other points (in this case, the points from the SOPs), and the shape created from these points is convex. The points of the convex hull will be points from the original set of points (ie. the ones from the SOPs) obb - Creates a bounding box around the SOPs that is oriented to minimize volume. aabb - Creates a bounding box around the SOPs that has its axis aligned with XYZ (so it's not rotated). bellipsoid - Creates a minimum volume bounding ellipsoid around the . bsphere - creates a minimum volume bounding sphere around the SOPs. The difference between this and bounding ellipsoid is that all radii are the same (XYZ). compound - A compound collision shape is a collision shape composed of other collision shapes. If the Actor is static then this has the same result as a concave shape. If the Actor is dynamic then each will be created into its own convex hull, then these will all be subsequently merged together into a single compound collision shape. This mode allows you to create concave collision shapes for dynamic bodies using multiple convex SOPs.\n\n elltol - The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is.\n\n\n\n infinitemass - Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter.\n\n\n\n mass - The mass in kilograms of the actor.\n\n\n\n cuevel - Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation.\n\n\n\n cuevelpulse - the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame.\n\n\n\n linvel - - The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n linvelx - linvely - linvelz -\n\n angvel - - The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n angvelx - angvely - angvelz -\n\n\n\n forces - A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor.\n\n\n\n globalgrav - Toggle for whether to use the Bullet Solver 's gravity (global), or its own local gravity.\n\n\n\n gravity - - Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver 's global gravity ie. the \"Use Global Gravity\" parameter above is turned off.\n\n gravityx - gravityy - gravityz -\n\n friction - The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0.\n\n\n\n rollfric - The rolling friction of the actor. It is the resistance/drag of one body (such as a sphere or cone) rolling on another.\n\n\n\n rest - The coefficient of restitution of the actor. The coefficient of restitution is the ratio of the final to initial relative between two bodies/actors when they collide. In other words, restitution is the fraction of kinetic energy preserved after a collision. If two objects collide with 100% (ie. 1) restitution, then, both bodies will bounce off each other at the same speed at which they collided.\n\n\n\n ccd - Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold.\n\n\n\n dispguide - Toggles on the display for the collision shape in the viewer.\n\n\n\n com - - Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor 's viewer. It is shown as a red axis.\n\n comx - comy - comz -\n\n bulletfb - A reference to a from which to feedback. The Actor will read transformation and velocity data (in the correct format, see Bullet Solver for more information) from the , and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver . See Bullet Solver . NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies.\n\n\n\n\n\n tricolldir - - \n\n outward - inward - both -\n\n flextype - - The type of dynamic Flex actor.\n\n fluid - A fluid actor. The number of particles will be determined by the instance input count. fluidemit - A fluid emitter actor. The number of particles will increase at a rate proportional to emission size and speed. Once the maximum is reached particles will be recycled from existing particles.\n\n emit - When enabled, the Actor will actively emit particles.\n\n\n\n emitsize - - The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high.\n\n emitsizex - emitsizey -\n\n emitspeed - The speed the particles come out of the emitter.\n\n\n\n emitmax - Sets the maximum number of particles in the Actor . Once this number is reached, emission will be done by recycling existing particles in the Actor .\n\n\n\n flexposfb - A reference to a to feedback position. The should be encoded with the position data that will be used to override position in the simulation. The texture data will be read to correspond with the Flex 's position texture.\n\n\n\n flexvelfb - A reference to a to feedback velocity. The should be encoded with the velocity data that will be used to override velocity in the simulation. The texture data will be read to correspond with the Flex 's velocity texture.\n\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -\n\n scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n parentxformsrc - - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n lookat - Allows you to orient this by naming another 3D you would like it to , or point to. Once you have designated this to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The parameter points the in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this using the parameter. You can direct the attention of the camera by moving the Null with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n forwarddir - - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n lookup - - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at does not pass through the Y axis of the target .\n - This precisely defines the rotates on the doing the looking. The specified should not be parallel to the look at direction. See below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.\n\n\n\n roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.\n\n\n\n up - - When orienting a , the is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n bank - The rolls the based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n pxform - Enables the transformation on this page.\n\n\n\n pxord - - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n prord - - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n pt - - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n pr - - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n ps - - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n pp - - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n pscale - Refer to the documentation on Xform page for more information.\n\n\n\n preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe parameter page provides the ability to create hardware instances of geometry. Each instance has an instance ID which can be passed into a MAT shader via a uniform value. The instance ID can be retrieved by the Render Pick CHOP. Any code in a vertex shader can customize the instance based on the instance ID. \n's attributes can be individually driven by the data from any type of . When the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes, when data is supplied by a , the 's channels are assigned to instance attributes, when from a then the 's attributes are assigned to instance attributes, and when a is used then a column is assigned to the instances attributes. The mapping of operator data to instance attributes is setup on the parameters below and on the 2 and 3 parameter pages.\n\n instancing - Turns on instancing for the Geometry .\n\n\n\n instancecountmode - - Two modes to determine how many instances will be created.\n\n manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.\n\n numinstances - When using the Manual mode for Count, this parameter set the number of instances.\n\n\n\n instanceop - Specify a path to a or used to transform the instances. Number of samples/rows in this or determines the number of instances when using the Length/ Num Rows mode for Count.\n\n\n\n instancefirstrow - - What to do with the first row of a table when using rows for Count.\n\n ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.\n\n instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -\n\n instrord - - The rotational matrix presented when you click on this option allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n instancetop - Select a specific operator to get data from for the Translate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceactive - Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetx - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancety - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancetz - Select what data to use to translate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerop - Select a specific operator to get data from for the Rotate instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerx - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancery - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerz - Select what data to use to rotate instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesop - Select a specific operator to get data from for the Scale instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancesx - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesy - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancesz - Select what data to use to scale instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepop - Select a specific operator to get data from for the Pivot instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancepx - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepy - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancepz - Select what data to use for the pivot of the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nWhen the instance data is supplied by a , the 's RGBA channels are assigned to instance attributes; when data is supplied by a , the 's channels are assigned to instance attributes; when from a then the 's attributes are assigned to instance attributes; and when a is used then a column is assigned to the instances attributes.\n\n instancerottoorder - - Controls where in the transform equation the Rotate To Vector operation is applied.\n\n default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.\n\n instancerottoforward - - Determine which axis for the geometry original orientation is considered 'forward'. That is, it'll treat the part of the geometry that is looking down that axis as the front and rotate it so it's aligned with the rotate to vector direction.\n\n posx - negx - posy - negy - posz - negz -\n\n instancerottoop - Select a specific operator to get data from for the Rotate to Vector instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerottox - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoy - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerottoz - Select what data to use to rotate to vector instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupop - Select a specific operator to get data from for the Rotate Up instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancerotupx - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instancerotupy - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instancerotupz - Select what data to use to rotate up instances, use the drop-down menu on the right to easily select from the available options\n\n\n\n instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position\n\n instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.\n\n instancetexcoordop - Select a specific operator to get data from for the Texture Coord instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instanceu - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancev - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancew - Select what data to apply to texture coordinates of the instances, use the drop-down menu on the right to easily select from the available options. This interacts with the first texture layer uv[0] attributes coming from the .\n\n\n\n instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -\n\n instancecolorop - Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancer - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceg - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instanceb - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancea - Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter.\n\n\n\n instancetexs - - Specify the paths one or more containing the textures to use with the instances. Wildcards and pattern matching is supported.\n\n instancetexextendu - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendv - - \n\n hold - zero - repeat - mirror -\n\n instancetexextendw - - \n\n hold - zero - repeat - mirror -\n\n instancetexfilter - - \n\n nearest - linear - mipmaplinear -\n\n instancetexanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n\n\n\nThis feature allows for arbitrary textures to be applied to instances. The textures do not need to be the same resolution, and they don't need to be combined into an grouped format such as a 3D Texture or a 2D Texture array. Multiple TOPs can be specified using the \" Textures\" parameter, and the texture that is applied per-instance is specified using the channel chosen in the \"Texture Index\" parameter. This is different from a 3D Texture or 2D Texture Array, which would use the W texture coordinate to select a texture from within a single texture. By default this texture will be used as the \"Base Color Map\" texture for a PBR MAT, and the Color Map for all other materials such as the Phong MAT. For materials that support more than one map, the map that this this feature replaces can be chosen in the material's parameters. Currently on Windows at most 16384 textures can be used at once, and on macOS at most 128 textures can be used at once. These numbers are reduced by other textures that are used by the render such as other maps, cone light lookup map etc.\n\n instancetexindexop - Select a specific operator to get data from for the Texture Index instance attribute below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instancetexindex - Select what data to select which texture to use for the instances, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nCustom attributes allow arbitrary attributes to be assigned to instances, usable in a GLSL MAT. They can be accessed using TDInstanceCustomAttrib0(), TDInstanceCustomAttrib1() etc. For more information refer to Write a GLSL Material. These attributes will be ignored in other materials such as the PBR MAT.\nBelow you can add more parameters as you require more custom attributes. Different GPUs will have a different number of maximum custom attributes supported.\n\n instance - Sequence of arbitrary attributes to be assigned to instances\n\n\n\n instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.\n\n\n\n instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n material - Selects a MAT to apply to the geometry inside.\n\n\n\n render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe parameter page sets the component's python extensions. Please see extensions for more information.\n\n ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction\n\n\n\n\n reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n enablecloningpulse - Instantaneously clone the contents.\n\n\n\n clone - to a component used as the Master Clone.\n\n\n\n loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n enableexternaltoxpulse - This button will re-load from the external file (if present).\n\n\n\n externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.\n\n\n\n reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.\n\n\n\n subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.\n\n\n\n relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the Actor can be accessed via an Info CHOP.\n\n\n - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditorwikieditormw-undo2022.241402021.100002020.236802020.200002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\n(1) A Geometry Component can instance and render its SOP geometry many times: once for each sample in a CHOP, row of a DAT table, pixel in a TOP, or point of a SOP, (2) An instance is an OP that doesn't actually have its own data, but rather just refers to an OP (or has an input) whose data it uses. This includes Null OPs, Switch OPs and in some cases Select OPs.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner. 3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nOperators that need 1 or more inputs are called Filters in TouchDesigner, like a Math CHOP. See Generator.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Actor_COMP&oldid=31083\"",
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"description": "initialize - Recreates the collision shapes for all the bodies in the Actor . Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing .",
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"description": "updatecs - If enabled the Actor will automatically update collision shapes. This will occur when the \"Collision SOPs\" or \"Collision Shape\" parameters are changes or the underlying SOPs used to create the collision shape are changed (ie. when their cook count increases).",
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"description": "updatecspulse - When clicked this will instantly update the collosion shape.",
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"description": "active - Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated.",
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"description": "kinstate - - The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not.\n\n static - The bodies in this cannot be moved in the simulation. dynamic - The bodies in this can move.",
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"description": "static - The bodies in this cannot be moved in the simulation. dynamic - The bodies in this can move.",
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"description": "sops - Specifies SOPs or COMPs to use for the collision shape. If a is referenced, then just that will be used for the collision shape. But if a is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor with display and render flags on.",
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"description": "shape - - The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor 's viewer\n\n concave - Creates a concave collision shape out of all the SOPs. Should only be used for static Actor COMPs. The SOPs used for creating the concave collisions shape should only have polygons with either 3 or 4 vertices. If this mode is selected for a dynamic Actor then a compound shape will be created instead. convex - Creates a convex hull out of all the SOPs. A convex hull is a set of points that encloses all other points (in this case, the points from the SOPs), and the shape created from these points is convex. The points of the convex hull will be points from the original set of points (ie. the ones from the SOPs) obb - Creates a bounding box around the SOPs that is oriented to minimize volume. aabb - Creates a bounding box around the SOPs that has its axis aligned with XYZ (so it's not rotated). bellipsoid - Creates a minimum volume bounding ellipsoid around the . bsphere - creates a minimum volume bounding sphere around the SOPs. The difference between this and bounding ellipsoid is that all radii are the same (XYZ). compound - A compound collision shape is a collision shape composed of other collision shapes. If the Actor is static then this has the same result as a concave shape. If the Actor is dynamic then each will be created into its own convex hull, then these will all be subsequently merged together into a single compound collision shape. This mode allows you to create concave collision shapes for dynamic bodies using multiple convex SOPs.",
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"description": "concave - Creates a concave collision shape out of all the SOPs. Should only be used for static Actor COMPs. The SOPs used for creating the concave collisions shape should only have polygons with either 3 or 4 vertices. If this mode is selected for a dynamic Actor then a compound shape will be created instead. convex - Creates a convex hull out of all the SOPs. A convex hull is a set of points that encloses all other points (in this case, the points from the SOPs), and the shape created from these points is convex. The points of the convex hull will be points from the original set of points (ie. the ones from the SOPs) obb - Creates a bounding box around the SOPs that is oriented to minimize volume. aabb - Creates a bounding box around the SOPs that has its axis aligned with XYZ (so it's not rotated). bellipsoid - Creates a minimum volume bounding ellipsoid around the . bsphere - creates a minimum volume bounding sphere around the SOPs. The difference between this and bounding ellipsoid is that all radii are the same (XYZ). compound - A compound collision shape is a collision shape composed of other collision shapes. If the Actor is static then this has the same result as a concave shape. If the Actor is dynamic then each will be created into its own convex hull, then these will all be subsequently merged together into a single compound collision shape. This mode allows you to create concave collision shapes for dynamic bodies using multiple convex SOPs.",
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"description": "elltol - The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is.",
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"description": "infinitemass - Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter.",
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"description": "mass - The mass in kilograms of the actor.",
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"description": "cuevel - Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation.",
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"description": "cuevelpulse - the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame.",
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"description": "linvel - - The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n linvelx - linvely - linvelz -",
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"name": "Linear Velocity",
"label": "Linear Velocity",
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"name": "Angular Velocity",
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"group": "General",
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"description": "angvel - - The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the \"Cue Velocity\" and \"Cue Velocity \" parameters.\n\n angvelx - angvely - angvelz -",
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"description": "angvelx - angvely - angvelz -",
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"name": "Forces",
"label": "Forces",
"group": "General",
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"description": "forces - A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor.",
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"name": "Use Global Gravity",
"label": "Use Global Gravity",
"group": "General",
"page": "",
"type": "float",
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"description": "globalgrav - Toggle for whether to use the Bullet Solver 's gravity (global), or its own local gravity.",
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"name": "Gravitational Acceleration",
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"group": "General",
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"description": "gravity - - Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver 's global gravity ie. the \"Use Global Gravity\" parameter above is turned off.\n\n gravityx - gravityy - gravityz -",
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"description": "gravityx - gravityy - gravityz -",
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"name": "Friction",
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"description": "friction - The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0.",
"tooltip": "",
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"id": null,
"name": "Rolling Friction",
"label": "Rolling Friction",
"group": "General",
"page": "",
"type": "float",
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"description": "rollfric - The rolling friction of the actor. It is the resistance/drag of one body (such as a sphere or cone) rolling on another.",
"tooltip": "",
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"name": "Restitution",
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"group": "General",
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"description": "rest - The coefficient of restitution of the actor. The coefficient of restitution is the ratio of the final to initial relative between two bodies/actors when they collide. In other words, restitution is the fraction of kinetic energy preserved after a collision. If two objects collide with 100% (ie. 1) restitution, then, both bodies will bounce off each other at the same speed at which they collided.",
"tooltip": "",
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"id": null,
"name": "Continuous Collision Detection",
"label": "Continuous Collision Detection",
"group": "General",
"page": "",
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"description": "ccd - Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold.",
"tooltip": "",
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"name": "Display Guide",
"label": "Display Guide",
"group": "General",
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"description": "dispguide - Toggles on the display for the collision shape in the viewer.",
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"name": "Center of Mass",
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"description": "com - - Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor 's viewer. It is shown as a red axis.\n\n comx - comy - comz -",
"tooltip": "",
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"id": null,
"name": "Bullet Feedback CHOP",
"label": "Bullet Feedback CHOP",
"group": "General",
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"description": "bulletfb - A reference to a from which to feedback. The Actor will read transformation and velocity data (in the correct format, see Bullet Solver for more information) from the , and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver . See Bullet Solver . NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies.",
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"name": "Triangle Collision Direction",
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"group": "General",
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"description": "tricolldir - - \n\n outward - inward - both -",
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"name": "Outward",
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"description": "outward - inward - both -",
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"id": null,
"name": "Flex Type",
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"group": "General",
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"description": "flextype - - The type of dynamic Flex actor.\n\n fluid - A fluid actor. The number of particles will be determined by the instance input count. fluidemit - A fluid emitter actor. The number of particles will increase at a rate proportional to emission size and speed. Once the maximum is reached particles will be recycled from existing particles.",
"tooltip": "",
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"group": "General",
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"description": "fluid - A fluid actor. The number of particles will be determined by the instance input count. fluidemit - A fluid emitter actor. The number of particles will increase at a rate proportional to emission size and speed. Once the maximum is reached particles will be recycled from existing particles.",
"tooltip": "",
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"name": "Enable Emission",
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"description": "emit - When enabled, the Actor will actively emit particles.",
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"description": "emitsize - - The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high.\n\n emitsizex - emitsizey -",
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"description": "emitspeed - The speed the particles come out of the emitter.",
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"name": "Max Emission Particles",
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"description": "emitmax - Sets the maximum number of particles in the Actor . Once this number is reached, emission will be done by recycling existing particles in the Actor .",
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"name": "Position Feedback TOP",
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"description": "flexposfb - A reference to a to feedback position. The should be encoded with the position data that will be used to override position in the simulation. The texture data will be read to correspond with the Flex 's position texture.",
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"description": "flexvelfb - A reference to a to feedback velocity. The should be encoded with the velocity data that will be used to override velocity in the simulation. The texture data will be read to correspond with the Flex 's velocity texture.",
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"name": "Transform Order",
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"description": "xord - - This allows you to specify the order in which the changes to your will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -",
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"name": "Scale Rotate Translate",
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"description": "rord - - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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"description": "xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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"description": "t - - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n tx - ty - tz -",
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"description": "r - - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n rx - ry - rz -",
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"description": "s - - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the in the Viewport with the Select & Transform state.\n\n sx - sy - sz -",
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"description": "p - - The Pivot point edit fields allow you to define the point about which a scales and rotates. Altering the pivot point of a produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an is located at -1, -1, 0 and you wanted to scale the by 0.5 (reduce its size by 50%), the would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an with different pivot points produce very different results.\n\n\n px - py - pz -",
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"description": "scale - This field allows you to change the size of an uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.",
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"description": "pathsop - Names the that functions as the path you want this to move along. For instance, you can name a that provides a path for the camera to follow.",
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"description": "roll - Using the angle control you can specify a 's rotation as it animates along the path.",
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"description": "pos - This parameter lets you specify the of the along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.",
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"description": "pathorient - If this option is selected, the will be oriented along the path. The positive Z axis of the will be pointing down the path.",
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"description": "pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.",
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"description": "manual - Use the Num Instances parameter below to set the number of instances. oplength - The number of samples/ rows in the / determines the number of instances.",
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"description": "ignored - The first row is ignored and it's values won't be used as part of an instance. Indices must be used to select the columns to use for instance attributes. names - The first row contains column names which can be used to select which columns to use from the table. values - The first row is considered to contain values for the first instance. Indices must be used to select the columns to use for instance attributes.",
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"description": "instxord - - Controls the order the transform operations will be applied to each instance. Refer to the documentation for the Xform page for more details.\n\n srt - str - rst - rts - tsr - trs -",
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"description": "default - The Rotate to Vector operation will be applied before all other transform operations (except the pivot offset), regardless of their order of operation. E.g T * R * S * (RotToVector) * Position , R * S * T * (RotToVector) * Position . prerot - The Rotate To Vector operation will be applied after the main rotation as part of the TRS order. I.e T * (RotToVector * R) * S * Position, (RotToVector * R) * S * T * Position. postrot - The Rotate To Vector operation will be applied before the main rotation as part of the TRS order. I.e T * (R * RotToVector) * S * Position, (R * RotToVector) * S * T * Position.",
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"description": "instanceorder - - Sets how transforms are applied to the instances.\n\n instanceworld - Use the individual instance transforms first, then apply the world transform (i.e. Xform and Pre-Xform parameter pages). worldXform * instanceXForm * Position worldinstance - Use the world transform first, then apply the individual instance transforms. instanceXForm * worldXForm * Position",
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"description": "instancetexmode - - Set how the texture coordinates are applied to the instances.\n\n replace - Replaces texture coordinates. transform - Offsets texture coordinates.",
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"description": "instancecolormode - - Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1).\n\n replace - multiply - add - subtract -",
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"expressionLanguage": "",
"defaultExpression": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.485Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Custom Instance",
"label": "Custom Instance",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance - Sequence of arbitrary attributes to be assigned to instances",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
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},
{
"id": null,
"name": "OP",
"label": "OP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance0customop - Select a specific operator to get data from for the instance attributes below. If not specified, the the operator specified in the 'Default ' on the parameter page can be used.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "X",
"label": "X",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance0customx - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"expressionLanguage": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
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},
{
"id": null,
"name": "Y",
"label": "Y",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance0customy - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
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},
{
"id": null,
"name": "Z",
"label": "Z",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance0customz - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "W",
"label": "W",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "instance0customw - Select what data to use for this instance attribute, use the drop-down menu on the right to easily select from the available options.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Material",
"label": "Material",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "material - Selects a MAT to apply to the geometry inside.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Render",
"label": "Render",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Draw Priority",
"label": "Draw Priority",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Pick Priority",
"label": "Pick Priority",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Wireframe Color",
"label": "Wireframe Color",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "wcolor - - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
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"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Red",
"label": "Red",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "wcolorr - wcolorg - wcolorb -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Light Mask",
"label": "Light Mask",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.486Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Extension",
"label": "Extension",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext - Sequence of info for creating extensions on this component\n\n\n\n ext0object - A number of class instances that can be attached to the component.\n\n\n \n ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Object",
"label": "Object",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0object - A number of class instances that can be attached to the component.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
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"expressionLanguage": "",
"defaultExpression": "",
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Name",
"label": "Name",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0name - Optional name to search by, instead of the instance class name.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Promote",
"label": "Promote",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member. Example: n.Somefunction vs n.ext.Somefunction",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Re-Init Extensions",
"label": "Re-Init Extensions",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Parent Shortcut",
"label": "Parent Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Global OP Shortcut",
"label": "Global OP Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
"affects": [],
"linkedTo": [],
"expressionLanguage": "",
"defaultExpression": "",
"commonExpressions": [],
"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Internal OP",
"label": "Internal OP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop - Sequence header for internal operators.\n\n\n\n iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n iop0op - The path to the Internal OP inside this component. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"isPython": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
"validationErrors": [],
"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
"sourceElement": null
},
{
"id": null,
"name": "Shortcut",
"label": "Shortcut",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"isValid": true,
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"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
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},
{
"id": null,
"name": "OP",
"label": "OP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
"menuLabels": [],
"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "iop0op - The path to the Internal OP inside this component. See Internal Operators.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
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},
{
"id": null,
"name": "Node View",
"label": "Node View",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
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"allowCustom": false,
"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "nodeview - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
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},
{
"id": null,
"name": "Default Viewer",
"label": "Default Viewer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"allowCustom": false,
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"isArray": false,
"arraySize": 1,
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"description": "default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
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"lastUpdated": "2025-08-08T00:37:38.487Z",
"rawData": {},
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},
{
"id": null,
"name": "Operator Viewer",
"label": "Operator Viewer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:38.488Z",
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},
{
"id": null,
"name": "Enable Cloning",
"label": "Enable Cloning",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
"maxValue": null,
"step": null,
"menuItems": [],
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
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{
"id": null,
"name": "Enable Cloning Pulse",
"label": "Enable Cloning Pulse",
"group": "General",
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"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "enablecloningpulse - Instantaneously clone the contents.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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{
"id": null,
"name": "Clone Master",
"label": "Clone Master",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "clone - to a component used as the Master Clone.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
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{
"id": null,
"name": "Load on Demand",
"label": "Load on Demand",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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{
"id": null,
"name": "Enable External .tox",
"label": "Enable External .tox",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"allowCustom": false,
"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "enableexternaltox - When on (default), the external file will be loaded when the starts and the contents of the will match that of the external . This can be turned off to avoid loading from the referenced external on startup if desired (the contents of the are instead loaded from the file). Useful if you wish to have a reference an external but not always load from it unless you specifically push the Re-Init Network parameter button.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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{
"id": null,
"name": "Enable External .tox Pulse",
"label": "Enable External .tox Pulse",
"group": "General",
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"type": "float",
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"dimensions": 1,
"description": "enableexternaltoxpulse - This button will re-load from the external file (if present).",
"tooltip": "",
"help": "",
"units": "",
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"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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{
"id": null,
"name": "External .tox Path",
"label": "External .tox Path",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "externaltox - to a file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the file can not be found, whatever the file was saved with will be loaded.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
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},
{
"id": null,
"name": "Reload Custom Parameters",
"label": "Reload Custom Parameters",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:38.488Z",
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},
{
"id": null,
"name": "Reload Built-In Parameters",
"label": "Reload Built-In Parameters",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"description": "reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
"dependsOn": [],
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
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"lastUpdated": "2025-08-08T00:37:38.488Z",
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},
{
"id": null,
"name": "Save Backup of External",
"label": "Save Backup of External",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"maxLength": null,
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"arraySize": 1,
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"description": "savebackup - When this checkbox is enabled, a backup copy of the component specified by the External parameter is saved in the file. This backup copy will be used if the External can not be found. This may happen if the was renamed, deleted, or the file is running on another computer that is missing component media.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
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"lastUpdated": "2025-08-08T00:37:38.488Z",
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},
{
"id": null,
"name": "Sub-Component to Load",
"label": "Sub-Component to Load",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"arraySize": 1,
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"description": "subcompname - When loading from an External file, this option allows you to reach into the and pull out a and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the file normally using the top level in the file.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
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"isVisible": true,
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"rawData": {},
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},
{
"id": null,
"name": "Relative File Path Behavior",
"label": "Relative File Path Behavior",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "relpath - - Set whether the child file paths within this are relative to the itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
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"isHidden": false,
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"isExpression": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
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"lastUpdated": "2025-08-08T00:37:38.489Z",
"rawData": {},
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},
{
"id": null,
"name": "Use Parent's Behavior",
"label": "Use Parent's Behavior",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"step": null,
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"allowCustom": false,
"maxLength": null,
"pattern": null,
"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the file. externaltox - The path, when specified as a relative path, will be relative to the file. When no external file is specified, or when Enable External is not toggled on, this doesn't have any impact.",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
"isExpression": false,
"isPython": false,
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"order": 0,
"isVisible": true,
"conditionalDisplay": null,
"isValid": true,
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}
],
"parameterGroups": {},
"codeExamples": [],
"pythonExamples": [],
"expressions": [],
"commonInputs": [],
"commonOutputs": [],
"relatedOperators": [],
"workflowPatterns": [],
"images": [],
"videos": [],
"assets": [],
"keywords": [
"actor",
"comp",
"analogous",
"body",
"bodies)",
"physics",
"system.",
"used"
],
"tags": [
"COMP",
"TouchDesigner",
"Actor"
],
"searchWeight": 1,
"contentHash": "",
"processingDate": "2025-08-08T00:37:38.490Z",
"processingVersion": "1.0.0",
"isValid": true,
"validationErrors": []
}