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By itself, this nodes doesn’t do anything. You must add spare parameters corresponding to existing attributes on prims in the scene graph tree. Then when you edit the spare parameters, the node authors equivalent changes to the referenced attributes.
In Primitives, set the path(s) to the primitive(s) you want to the edit.
Click Edit Properties.
This opens the Edit Parameter Interface window with the From USD tab selected in the source pane on the left.
Find the prim you want to edit (or a prim of the same type). Click the plus button to expand it to show the properties as child items.
(The specific primitive you drag the property out of does not matter. It doesn’t affect which primitives this node changes. The node only uses the property name. This node always and only edits the prims selected in Primitives.)
Drag the property from the source tree on the left into the Existing parameters tree in the center. Drop it below "Primitive Path (primpath)" and above "Action (createprims)".
Dropping the item in the parameter tree will actually create two parameters: a "control" pop-up menu containing options for how to author the property, and a parameter for setting the parameter value. (For example, if you drop the
sizeattribute from a
Cubeprimitive, it will create both
Control pop-up menus
For each prim selected in the Primitives parameter, the node will look for properties with the same names as the properties you created spare parameters for. This node will only author properties on selected primitives if it has a matching parameter, and the control menu is set to write to the property.
So technically you have a single Edit Properties node that applies to prims of many different types, with a long list of parameters where each parameter applies to only a few of the selected prims. You may want to avoid doing this, however, since it might be confusing to other people trying to understand your network.
If you make a useful editing interface you want to share, you can turn an Edit Properties node instance into a LOP digital asset. Right-click the node in the network editor and choose Create digital asset. The spare parameters become the digital asset’s parameter interface, and the node functions the same way, but as an asset that can be shared and versioned.
Once you convert an Edit Properties node to a digital asset, you can’t add more spare parameters to an instance of the asset edit more properties. The asset only looks at its "baked in" parameters, and ignores spare parameters.
The USD attribute name is stored on the spare parameters as tag data.
In any parameter setting an attribute value, you can use the following local variables:
The total number of primitives being modified by this node.
Index of the primitive being modified. This value goes from '0' to '@numprim-1'.
The path of the primitive being modified.
Opens the Edit Parameter Interface window with the From USD tab selected in the source pane on the left.
The primitive(s) the node should operate on. You can drag primitives from the scene graph tree pane into this textbox to add their paths, or click the Reselect button beside the text box to select the primitives in the viewer, or ⌃ Ctrl-click the Reselect button to choose prims from a pop-up tree window. You can also use primitive patterns for advanced matching, including matching all prims in a collection (using
Switches this node to create prims instead of editing existing prims. See the Primitive LOP for more information.