Nodes
Object nodes
Overview
Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.
Object flags
Tip
Select a node and press 1 to set its display flag.
|
Display flag |
Use this to make entire objects visible or invisible. |
|
Selectable flag |
Use this to make certain objects unselectable. This lets you concentrate on other objects, and prevents you from accidentally selecting objects you don’t want to touch. |
Usages in other examples
| Example name | Example for |
|---|
Subtopics
-
Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.
-
Provides parameters to animate the arm for a biped character.
-
Provides parameters to animate the hand for a biped character.
-
Provides parameters to animate the head and neck for a biped character.
-
Provides parameters to animate the leg for a biped character.
-
Provides parameters to animate the spine for a biped character.
-
Provides parameters to animate the character placer.
-
Provides parameters to animate the back leg for a quadruped character.
-
Provides parameters to animate the front leg for a quadruped character.
-
Provides parameters to animate the head and neck for a quadruped character.
-
Provides parameters to animate the IK spine for a quadruped character.
-
Provides parameters to animate the tail for a quadruped character.
-
Provides parameters to animate the toes for a quadruped character.
-
Creates a fog effect when rendered.
-
Provides parameters to animate the biped autorig.
-
Provides parameters to control the display of the biped autorig.
-
Switches or blends between the transformations of several input objects.
-
The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …
-
You can view your scene through a camera, and render from its point of view.
-
Emits particles from the edges of separating fractured rigid bodies.
-
The Dop Network Object contains a dynamic simulation.
-
The Fetch Object gets its transform by copying the transform of another object.
-
Creates fur geometry for rendering with a Mantra Fur Procedural.
-
Container for the geometry operators (SOPs) that define a modeled object.
-
The Handle Object is an IK tool for manipulating bones.
-
Instance Objects acts as proxy to other geometry objects.
-
Light Objects cast light on other objects in a scene.
-
A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.
-
The Microphone object specifies a listening point for the SpatialAudio CHOP.
-
Creates a smooth muscle surface you can use to deform a character’s skin in a realistic way.
-
Serves as a place-holder in the scene, usually for parenting. this object does not render.
-
The Path object creates an oriented curve (path)
-
The PathCV object creates control vertices used by the Path object.
-
Provides parameters to animate the quadruped autorig.
-
Provides parameters to control the display of the quadruped autorig.
-
Creates a rivet on an objects surface, usually for parenting.
-
The Sound object defines a sound emission point for the Spatial Audio chop.
-
Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
-
Serves as a basis for constructing a more functional stereo camera rig as a digital asset.
-
Creates a sticky object based on the UV’s of a surface, usually for parenting.
-
Computes its transfrom by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.
-
Container for objects.
-
Acts as a camera but switches between the views from other cameras.
-
Emits particles from the leading edges of a Particle Fluid wave, when the sharpness of the wave crest reaches a certain threshold.