Fetch
channel node
Imports channels from other OPs.
See also: Export
The Fetch CHOP imports channels from other OPs. It can grab either the regular control channels from any OP, or data channels that are output from chops. Control channels are those channels associated with parameters of any OP. Data channels are only present in CHOPs, and are the channels output by CHOPs.
The Fetch CHOP can get the output channels from CHOPs in other CHOP networks.
The Channels field also supports channel groups with the syntax.
Channelgroupname
Fetching cannot be recursive. If a CHOP exports to an object’s channel, and that object channel is fetched, the Fetch CHOP cannot feed to the CHOP that exports. This will produce an error message in the Fetch CHOP. If this occurs, you will have to lock the Fetch CHOP before exporting back to the object.
Parameters
Source
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Node |
The Node and Channels determine where the channels come from. They are concatenated together, so a channels of “tx” and a path of “/obj/model” will fetch “/obj/model/tx”. They also accept globbing, so a Node of /obj/ and a channel of tx would select all the tx channels from all the nodes inside. |
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Channels |
This field is appended to the specified Node to complete the path. Wildcards and multiple entries are allowed. t? implies all translate channels, tx, ty, tz. Alternately, you can set leave the node blank and specify the full path in Channels, such as /obj/geo/*. |
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Fetch |
If fetching from another CHOP, you can fetch its OP Control Channels or CHOP Data Channels. All other OPs have only Control Channels, so leave this menu set at “OP Control Channels”. |
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Select |
Fetched channels can be eliminated to include only control channels that have been added, or further, channels that have been added and are animating over the start/end time range. Applies to OP Control Channels. |
Channel
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Channel Names |
Sets how the fetched channels are named. A : is placed in the channel name where / is in the path.
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Channel Range |
Indicates how much of the channel to fetch.
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Start |
The beginning of the fetch. |
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End |
The end of the fetch. |
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Sampling Method |
Determines the sample rate to be used.
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Sample Rate |
The sample to use if “New Rate” is selected, or if no rates are found. |
Common
Some of these parameters may not be avaiable on all CHOP nodes.
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Scope |
To determine which channels get affected, some CHOPs have a scope string. Patterns can be used in the scope, for example The following are examples of possible channel name matching options:
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Sample Rate Match |
The Sample Rate Match Options handle cases where multiple input CHOPs’ sample rates are different.
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Units |
The units for which time parameters are specified. For example, you can specify the amount of time a lag should last for in seconds (default), frames (at the Houdini FPS), or samples (in the CHOP’s sample rate). Note
When you change the Units parameter, it does not convert the existing parameters to the new units. |
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Time Slice |
Time Slicing is a feature which boosts cooking performance and reduces memory usage. Traditionally, CHOPs calculate the channel over its entire frame range. If the channel does need to be evaluated every frame, then cooking the entire range of the channel is unnecessary. It is more efficient to calculate only the fraction of the channel that is needed. This fraction is known as a Time Slice. |
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Unload |
Causes the memory consumed by a CHOP to be released after it is cooked and the data passed to the next CHOP. |
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Export Prefix |
The Export prefix is prepended to CHOP channel names to determine where to export to. For example, if the CHOP channel was named Note
You can leave the Export Prefix blank, but then your CHOP track names need to be absolute paths, such as |
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Graph Color |
Every CHOP has this option. Each CHOP gets a default color assigned for display in the Graph port, but you can override the color in the Common page under Graph Color. There are 36 RGB color combinations in the Palette. |
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Graph Color Step |
When the graph displays the animation curves and a CHOP has two or more channels, this defines the difference in color from one channel to the next, giving a rainbow spectrum of colors. |
Example files
Usages in other examples
| Example name | Example for | |
|---|---|---|
| SimpleIKSolver |
IKSolver channel node |
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| FurBallWorkflow |
Fur surface node |
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| BeadCurtain |
Wire Solver dynamics node |
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| BendingTree |
Wire Solver dynamics node |
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| TypesOfDrag |
Drag Force dynamics node |
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| DampedHinge |
RBD Angular Spring Constraint dynamics node |
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| AnimatedSkin |
Wire Glue Constraint dynamics node |
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| FluidWireInteraction |
Fluid Force dynamics node |
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| PaddleWheel |
RBD Solver dynamics node |
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| Pendulum |
RBD Hinge Constraint dynamics node |
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| DentingWithPops |
SOP Solver dynamics node |
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| ParticlesAndCloth |
Particle Fluid Solver dynamics node |
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| grass | ||
| ClothSpringsBalls |
Cloth Solver dynamics node |
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| StitchedClothPatches |
Cloth Solver dynamics node |
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| PinnedClothWind |
Cloth Solver dynamics node |
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| ClothAttachedDynamic |
Cloth Solver dynamics node |
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| AnimatedClothPatch |
Cloth Solver dynamics node |
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| Weights |
RBD Spring Constraint dynamics node |
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| ShatterGlass |
RBD Glue Object dynamics node |
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| Chain |
RBD Pin Constraint dynamics node |
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| Pendulum |
RBD Pin Constraint dynamics node |