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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": "constraint",
  "name": "Constraint",
  "displayName": "Constraint",
  "category": "COMP",
  "subcategory": "Components",
  "version": "",
  "lastUpdated": "2025-08-08T00:37:41.319Z",
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  "description": "A Constraint COMP is used to restrict the movement of the bodies in a set of Actor COMPs. Currently this can be done in a few ways: point to point, hinge or slider. Constraints can either be applied on a single body or between two bodies. Constraints can be used to create connectivity between bodies, or to create bodies that can move but need to have that movement restricted in some way. Some examples of constraints in the real world: a train, a door, an arm.",
  "summary": "A Constraint COMP is used to restrict the movement of the bodies in a set of Actor COMPs. Currently this can be done in a few ways: point to point, hinge or slider. Constraints can either be applied o",
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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\nA Constraint  is used to restrict the movement of the bodies in a set of Actor COMPs. Currently this can be done in a few ways: point to point, hinge or slider. Constraints can either be applied on a single body or between two bodies. Constraints can be used to create connectivity between bodies, or to create bodies that can move but need to have that movement restricted in some way. Some examples of constraints in the real world: a train, a door, an arm. \nIf a point to point constraint is applied to a single body, then that body will be restricted to 3 degrees of freedom (DOF). It will still have all 3 degrees of freedom for rotation (ie. All 3 axes), but the 3 degrees of freedom for translation will all be constrained. If a point to point constraint is applied between two bodies, then they will both be similarly constrained to 3 DOF. However, they will be able to move (translate) along all 3 axes but they will do it connected to each other at their pivot points. By using this constraint method, a chain of bodies can be created. For instance, point to point constraints can be used to simulate train cars connected to each other.\nIf a hinge constraint is applied to a single body, then that body will be restricted to 1 DOF relative to the other body. It will only be able to rotate around 1 axis, and that axis is defined using the Axis parameter on the Constraint . Much like the point to point constraint, the hinge also as a pivot point around which it will rotate. If a hinge constraint is applied between two bodies, then they will both be able to move with 3 DOF but they will do it connected to each other at their pivot points. However, they will still only be able to rotate around their respective axis. The simplest example of a hinge constraint is a door.\nIf a slider constraint is applied to a single body, then that body's translation/rotation will be constrained to just that axis. In other words, the body can only move along that axis (either direction) and can only rotate along that axis (either direction).\nSee also: Bullet Dynamics, Bullet Solver COMP, Actor COMP, Force COMP, Impulse Force COMP, Bullet Solver CHOP.\nconstraintCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n\n\n\n\n  active - Toggle the constraint on/off in the simulation.\n\n\n\n  type -  - The type of constraint to create: point to point, hinge, or slider.\n\n p2p - hinge - slider -\n\n  bodytobody - Toggle body to body mode on/off. Body to body mode creates a constraint between two bodies (Actor 1 Bodies and Actor 2 Bodies). When toggled off it will create constrain bodies individually. If Actor 1 Bodies and Actor 2 Bodies contain the same number of referenced bodies, then this mode will create a constraint between each respective pair. For instance, if Actor 1 Bodies contains the string \"0 1 2\", and Actor 2 Bodies contains the string \"3 4 5\" then this will create 3 constraints: 0->3, 1->4, 2->5. It is a 1 to 1 relationship between these two parameters. However, if Actor 1 Bodies has more bodies than Actor 2 Bodies, then the remaining \"unmatched\" bodies of Actor 1 Bodies will instead be individually constrained. For instance, if Actor 1 Bodies contains the string \"0 1 2\" and Actor 2 Bodies contains the string \"3 4\", then two constraints will be created between bodies: 0->3, 1->4. Body 2 will be constrained individually. If Actor 2 Bodies contains more bodies than Actor 1 Bodies, then any unmatched bodies in Actor 2 Bodies will simply be disregarded (no constraint created for them).\n\n\n\n  collisions - Turns on/off collisions between the body to body constraints.\n\n\n\n  dispcom - Turns on/off the display of the constraint guide in the viewer.\n\n\n\n  actor1 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies.\n\n\n\n  bodies1 - A list (regular expression) of the IDs of the bodies in actor1 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver CHOP.\n\n\n\n  pivot1 -  - The pivot point for the constraint.\n\n pivot1x - pivot1y - pivot1z -\n\n  axis1 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis1x - axis1y - axis1z -\n\n  sliderrot1 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot1x - sliderrot1y - sliderrot1z -\n\n  actor2 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies. This Actor  is only used when body to body mode is toggled on.\n\n\n\n  bodies2 - A list (regular expression) of the IDs of the bodies in actor2 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver .\n\n\n\n  pivot2 -  - The pivot point for the constraint.\n\n pivot2x - pivot2y - pivot2z -\n\n  axis2 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis2x - axis2y - axis2z -\n\n  sliderrot2 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot2x - sliderrot2y - sliderrot2z -\n\n\n\n  enablelimits - Enables limits on the constraint. Without constraints, the bodies will be able to rotate a full 360 degrees, or translate any distance.\n\n\n\n  lowerlinlim - The lower limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  upperlinlim - The upper limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  loweranglim - The lower limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\n\n\n\n  upperanglim - The upper limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\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 Constraint  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\\nwikieditor2022.241402021.100002019.146502018.28070\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nAny component can be extended with its own Python classes which contain python functions and data.\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\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\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\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\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\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\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\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\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=Constraint_COMP&oldid=30725\"\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\nA Constraint  is used to restrict the movement of the bodies in a set of Actor COMPs. Currently this can be done in a few ways: point to point, hinge or slider. Constraints can either be applied on a single body or between two bodies. Constraints can be used to create connectivity between bodies, or to create bodies that can move but need to have that movement restricted in some way. Some examples of constraints in the real world: a train, a door, an arm. \nIf a point to point constraint is applied to a single body, then that body will be restricted to 3 degrees of freedom (DOF). It will still have all 3 degrees of freedom for rotation (ie. All 3 axes), but the 3 degrees of freedom for translation will all be constrained. If a point to point constraint is applied between two bodies, then they will both be similarly constrained to 3 DOF. However, they will be able to move (translate) along all 3 axes but they will do it connected to each other at their pivot points. By using this constraint method, a chain of bodies can be created. For instance, point to point constraints can be used to simulate train cars connected to each other.\nIf a hinge constraint is applied to a single body, then that body will be restricted to 1 DOF relative to the other body. It will only be able to rotate around 1 axis, and that axis is defined using the Axis parameter on the Constraint . Much like the point to point constraint, the hinge also as a pivot point around which it will rotate. If a hinge constraint is applied between two bodies, then they will both be able to move with 3 DOF but they will do it connected to each other at their pivot points. However, they will still only be able to rotate around their respective axis. The simplest example of a hinge constraint is a door.\nIf a slider constraint is applied to a single body, then that body's translation/rotation will be constrained to just that axis. In other words, the body can only move along that axis (either direction) and can only rotate along that axis (either direction).\nSee also: Bullet Dynamics, Bullet Solver COMP, Actor COMP, Force COMP, Impulse Force COMP, Bullet Solver CHOP.\nconstraintCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n\n\n\n\n  active - Toggle the constraint on/off in the simulation.\n\n\n\n  type -  - The type of constraint to create: point to point, hinge, or slider.\n\n p2p - hinge - slider -\n\n  bodytobody - Toggle body to body mode on/off. Body to body mode creates a constraint between two bodies (Actor 1 Bodies and Actor 2 Bodies). When toggled off it will create constrain bodies individually. If Actor 1 Bodies and Actor 2 Bodies contain the same number of referenced bodies, then this mode will create a constraint between each respective pair. For instance, if Actor 1 Bodies contains the string \"0 1 2\", and Actor 2 Bodies contains the string \"3 4 5\" then this will create 3 constraints: 0->3, 1->4, 2->5. It is a 1 to 1 relationship between these two parameters. However, if Actor 1 Bodies has more bodies than Actor 2 Bodies, then the remaining \"unmatched\" bodies of Actor 1 Bodies will instead be individually constrained. For instance, if Actor 1 Bodies contains the string \"0 1 2\" and Actor 2 Bodies contains the string \"3 4\", then two constraints will be created between bodies: 0->3, 1->4. Body 2 will be constrained individually. If Actor 2 Bodies contains more bodies than Actor 1 Bodies, then any unmatched bodies in Actor 2 Bodies will simply be disregarded (no constraint created for them).\n\n\n\n  collisions - Turns on/off collisions between the body to body constraints.\n\n\n\n  dispcom - Turns on/off the display of the constraint guide in the viewer.\n\n\n\n  actor1 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies.\n\n\n\n  bodies1 - A list (regular expression) of the IDs of the bodies in actor1 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver CHOP.\n\n\n\n  pivot1 -  - The pivot point for the constraint.\n\n pivot1x - pivot1y - pivot1z -\n\n  axis1 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis1x - axis1y - axis1z -\n\n  sliderrot1 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot1x - sliderrot1y - sliderrot1z -\n\n  actor2 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies. This Actor  is only used when body to body mode is toggled on.\n\n\n\n  bodies2 - A list (regular expression) of the IDs of the bodies in actor2 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver .\n\n\n\n  pivot2 -  - The pivot point for the constraint.\n\n pivot2x - pivot2y - pivot2z -\n\n  axis2 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis2x - axis2y - axis2z -\n\n  sliderrot2 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot2x - sliderrot2y - sliderrot2z -\n\n\n\n  enablelimits - Enables limits on the constraint. Without constraints, the bodies will be able to rotate a full 360 degrees, or translate any distance.\n\n\n\n  lowerlinlim - The lower limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  upperlinlim - The upper limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  loweranglim - The lower limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\n\n\n\n  upperanglim - The upper limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\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 Constraint  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\\nwikieditor2022.241402021.100002019.146502018.28070\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nAny component can be extended with its own Python classes which contain python functions and data.\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\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\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\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\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\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\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\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\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. 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      "description": "A Constraint  is used to restrict the movement of the bodies in a set of Actor COMPs. Currently this can be done in a few ways: point to point, hinge or slider. Constraints can either be applied on a single body or between two bodies. Constraints can be used to create connectivity between bodies, or to create bodies that can move but need to have that movement restricted in some way. Some examples of constraints in the real world: a train, a door, an arm. \nIf a point to point constraint is applied to a single body, then that body will be restricted to 3 degrees of freedom (DOF). It will still have all 3 degrees of freedom for rotation (ie. All 3 axes), but the 3 degrees of freedom for translation will all be constrained. If a point to point constraint is applied between two bodies, then they will both be similarly constrained to 3 DOF. However, they will be able to move (translate) along all 3 axes but they will do it connected to each other at their pivot points. By using this constraint method, a chain of bodies can be created. For instance, point to point constraints can be used to simulate train cars connected to each other.\nIf a hinge constraint is applied to a single body, then that body will be restricted to 1 DOF relative to the other body. It will only be able to rotate around 1 axis, and that axis is defined using the Axis parameter on the Constraint . Much like the point to point constraint, the hinge also as a pivot point around which it will rotate. If a hinge constraint is applied between two bodies, then they will both be able to move with 3 DOF but they will do it connected to each other at their pivot points. However, they will still only be able to rotate around their respective axis. The simplest example of a hinge constraint is a door.\nIf a slider constraint is applied to a single body, then that body's translation/rotation will be constrained to just that axis. In other words, the body can only move along that axis (either direction) and can only rotate along that axis (either direction).\nSee also: Bullet Dynamics, Bullet Solver COMP, Actor COMP, Force COMP, Impulse Force COMP, Bullet Solver CHOP.\nconstraintCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n\n\n\n\n\n  active - Toggle the constraint on/off in the simulation.\n\n\n\n  type -  - The type of constraint to create: point to point, hinge, or slider.\n\n p2p - hinge - slider -\n\n  bodytobody - Toggle body to body mode on/off. Body to body mode creates a constraint between two bodies (Actor 1 Bodies and Actor 2 Bodies). When toggled off it will create constrain bodies individually. If Actor 1 Bodies and Actor 2 Bodies contain the same number of referenced bodies, then this mode will create a constraint between each respective pair. For instance, if Actor 1 Bodies contains the string \"0 1 2\", and Actor 2 Bodies contains the string \"3 4 5\" then this will create 3 constraints: 0->3, 1->4, 2->5. It is a 1 to 1 relationship between these two parameters. However, if Actor 1 Bodies has more bodies than Actor 2 Bodies, then the remaining \"unmatched\" bodies of Actor 1 Bodies will instead be individually constrained. For instance, if Actor 1 Bodies contains the string \"0 1 2\" and Actor 2 Bodies contains the string \"3 4\", then two constraints will be created between bodies: 0->3, 1->4. Body 2 will be constrained individually. If Actor 2 Bodies contains more bodies than Actor 1 Bodies, then any unmatched bodies in Actor 2 Bodies will simply be disregarded (no constraint created for them).\n\n\n\n  collisions - Turns on/off collisions between the body to body constraints.\n\n\n\n  dispcom - Turns on/off the display of the constraint guide in the viewer.\n\n\n\n  actor1 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies.\n\n\n\n  bodies1 - A list (regular expression) of the IDs of the bodies in actor1 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver CHOP.\n\n\n\n  pivot1 -  - The pivot point for the constraint.\n\n pivot1x - pivot1y - pivot1z -\n\n  axis1 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis1x - axis1y - axis1z -\n\n  sliderrot1 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot1x - sliderrot1y - sliderrot1z -\n\n  actor2 - A reference to an Actor . This specifies the Actor  of which you want to constrain some bodies. This Actor  is only used when body to body mode is toggled on.\n\n\n\n  bodies2 - A list (regular expression) of the IDs of the bodies in actor2 to constrain. If an Actor  contains N bodies, then body IDs will go from 0 to N-1 for that Actor . The number of bodies can be verified using the Bullet Solver .\n\n\n\n  pivot2 -  - The pivot point for the constraint.\n\n pivot2x - pivot2y - pivot2z -\n\n  axis2 -  - The axis around which to create the hinge. Each value is typically a number between 0 and 1. For example, to spin around the Z axis set to 0, 0, 1.\n\n axis2x - axis2y - axis2z -\n\n  sliderrot2 -  - The rotation of the slider constraint axis. By default the slider constraint is applied on the X axis.\n\n sliderrot2x - sliderrot2y - sliderrot2z -\n\n\n\n  enablelimits - Enables limits on the constraint. Without constraints, the bodies will be able to rotate a full 360 degrees, or translate any distance.\n\n\n\n  lowerlinlim - The lower limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  upperlinlim - The upper limit for translation of the body along the constraint. Only used with slider constraints.\n\n\n\n  loweranglim - The lower limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\n\n\n\n  upperanglim - The upper limit for rotation of the body around its axis. Used with slider constraints or hinge constraints.\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 Constraint  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\\nwikieditor2022.241402021.100002019.146502018.28070\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\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\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\nAny component can be extended with its own Python classes which contain python functions and data.\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\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\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\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\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\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\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\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\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=Constraint_COMP&oldid=30725\"",
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      "label": "Collisions between Bodies",
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      "label": "Display Constraint",
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      "label": "Slider Rotation",
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      "description": "ext0name - Optional name to search by, instead of the instance class name.",
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      "tooltip": "",
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