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The PathCV object is a regular Geometry object with default geometry operators that define a control vertex used by the Path object. This object is created when using the viewer Path tool.
The geometry created has normal and twist attributes. The normal specifies the orientation, while the twist attributes are used to determine the correct direction of the normal. The initial twist defines the path twist distribution at the path creation time. The twist defines the curve twist induced by the rotation of the handles after the path was created.
The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.
The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.
Translation along XYZ axes.
Degrees rotation about XYZ axes.
Non-uniform scaling about XYZ axes.
Local origin of the object. See also setting the pivot point .
Scale the object uniformly along all three axes.
This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.
This reverts the translate, rotate, scale parameters to their default values while maintaining the same overall transform.
This sets the translate parameter to (0, 0, 0) while maintaining the same overall transform.
This sets the rotate parameter to (0, 0, 0) while maintaining the same overall transform.
This sets the scale parameter to (1, 1, 1) while maintaining the same overall transform.
This removes the pre-transform by setting the translate, rotate, and scale parameters in order to maintain the same overall transform. Note that if there were shears in the pre-transform, it can not be completely removed.
This completely removes the pre-transform without changing any parameters. This will change the overall transform of the object if there are any non-default values in the translate, rotate, and scale parameters.
Keep Position When Parenting
When the object is re-parented, maintain its current world position by changing the object’s transform parameters.
When the object is being transformed, maintain the current world transforms of its children by changing their transform parameters.
Enable Constraints Network on the object.
Path to a CHOP Constraints Network. See also creating constraints.
You can you use the Constraints drop down button to activate one of the Constraints Shelf Tool. If you do so, the first pick session is filled automatically by nodes selected in the parameter panel.
Whether or not this object is displayed in the viewport and rendered. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object in the viewport and not render it, or 1 to show and render the object. If the checkbox is off, Houdini ignores the value.
Set Wireframe Color
Use the specified wireframe color
The display color of the object
Viewport Selecting Enabled
Object is capable of being picked in the viewport.
Script to run when the object is picked in the viewport. See select scripts .
Cache Object Transform
Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.
See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.
Shade Open Curves In Viewport
Any open curves contained in this object will be lit when the viewport is set to do so.
Turning this on will also use a GLSL shader better suited to hair if the
guardhair attributes are found in the geometry.
Curves with the
width attribute will also be rendered as thick ribbons with varying width in shaded modes.
Uniform scaling about the xyz axes.
Whether to display only the icon, only the axis, or both.
Displays only the icon geometry.
Displays only the axis.
Icon and Axis
Displays both the icon and axis.
Switches between the type of geometry to display.
Displays null geometry (i.e. cross).
Displays circle primitives.
Displays box primitive.
Displays plane primitives.
Null and Circles
Displays null and circle primitives.
Null and Box
Displays null and box primitives.
Null and Planes
Displays null and plane primitives.
If an input source is specified, this option will display the geometry of the input.
Used in conjunction with circle or plane primitives. Determines which circles or planes to display.
Displays circle or plane primitives on the YZ, ZX and XY planes.
Displays a circle or plane primitive on the YZ plane.
Displays a circle or plane primitive on the ZX plane.
Displays a circle or plane primitive on the XY plane.
YZ, ZX planes
Displays circle or plane primitives on the YZ and ZX planes.
YZ, XY planes
Displays circle or plane primitives on the YZ and XY planes.
ZX, XY planes
Displays circle or plane primitives on the ZX and XY planes.
Determines whether to display the primitives as shaded objects or as wireframe objects.
Displays primitives in wireframe mode.
Displays primitives in shaded mode.
The starting twist rotation for this control vertex.
The following examples include this node.