| On this page |
Updated APEX graph nodes ¶
APEX graph node |
Update |
|---|---|
|
Added support for Vector4 operations. |
|
|
The new input default allows you to return a specific channel if the requested channel doesn’t exist. The new output success indicates whether a channel is created successfully from the channel collection. |
|
|
The new input default allows you to return a specific channel if a channel is not created successfully from a given channel primitive on the geometry. The new output success indicates whether a channel is created successfully from a given channel primitive on the geometry. |
|
|
The new input size allows you to specify the size of the space switch control shape. |
|
|
Convert<Vector4, Matrix3> and Convert<Matrix4, Vector4> are deprecated and hidden. Use |
|
|
The new inputs group and grouptype allow you to choose the subset of geometry to transform. |
|
|
Added support for types Matrix3Array, Matrix4Array, Vector2Array, Vector3Array, and Vector4Array. |
|
The Exponent node has been renamed to Power. |
|
|
The new inputs forces and animstack add support for forces in the ragdoll solver. |
|
|
The new input default_geometries is a collection of packed primitives with geometries that are used as default values for the rig graph inputs. |
|
|
The new IK with Constraints Solver allows you to specify per-joint rotation limits and per-joint damping for computing the IK solution. The new inputs for using this solver are solver and properties. The new usetwistrest, twistrest, and twistmax inputs allow you to compute the central angle between the twist pole vector and rest twist pole vector, and if the angle exceeds a maximum twist, it is linearly interpolated back to 0. This helps to avoid character limbs flipping during rig inversion of mocap data, and instead hyperextends the knee or elbow. |
|
|
The new IK with Constraints Solver allows you to specify per-joint rotation limits and per-joint damping for computing the IK solution. The new inputs for using this solver are solver and properties. |
|
|
The new input stretchsquashtype allows you to apply different types of stretch and squash scaling. |
|
The new input depthfirst allows you to sort a skeleton using depth-first or breadth-first mode. |
|
|
The new input solvecurrentframe allows you to solve objects on their creation frame. |
|
|
The new inputs p and pr allow you to specify local space pivot translation and rotation values. |
New APEX graph nodes ¶
Extracts a slice from an array.
Builds a channel from an array of samples.
Converts a channel to a float array.
Adds a two-bone IK inverter node to a rig’s inversion graph.
Adds a spline inverter subnet to an inversion graph.
component::MappedConstraints-2.0
Constrains pairs of TransformObject nodes that share a matching mapping property.
Places the control transforms of a spline based on the curvature of a joint chain.
Unpromotes the transform parameters of a control node, optionally replacing it with a locator.
Clears a dictionary.
Computes the exponential function, e^x.
Retrieves metadata for detail (global) geometry attributes.
Returns the paths of packed primitives that match a given pattern.
Gets the properties of camera primitives.
Gets the world transforms of multiple camera primitives.
Checks if a point is in a given group.
Checks if a primitive is in a given group.
Checks if a vertex is in a given group.
Applies a jiggle effect on point attributes of a geometry.
Applies a lag/overshoot effect on point attributes of a geometry.
Returns the index of a primitive based on its name attribute value.
Retrieves metadata for point geometry attributes.
geo::PointAttribValuesToArray<T>
Returns the values of a point attribute as an array.
Retrieves metadata for primitive geometry attributes.
geo::PrimAttribValuesToArray<T>
Returns the values of a primitive attribute as an array.
Interpolates the value of an attribute at a parametric (UVW) position.
Sets the properties on camera primitives.
Sets the world transforms of multiple camera primitives.
geo::SetCameraTransformsFromSkel
Sets the world transforms of camera primitives based on a skeleton.
geo::SetPointAttribValuesFromArray<T>
Sets the values of a point attribute from an array.
Sets a point’s membership within a group.
geo::SetPrimAttribValuesFromArray<T>
Sets the values of a primitive attribute from an array
Sets a primitive’s membership within a group.
geo::SetVertexAttribValuesFromArray<T>
Sets the values of a vertex attribute from an array.
Sets a vertex’s membership within a group.
Applies a spring effect on point attributes of a geometry.
Retrieves metadata for vertex geometry attributes.
geo::VertexAttribValuesToArray<T>
Returns the values of a vertex attribute as an array.
Finds the distance, primitive number, and UV coordinates from a point to the closest location on a geometry.
geoutils::UpdateCameraProperties
Updates a dictionary of camera properties.
Returns a unique node name given a desired name.
Checks whether a given node ID or port ID is valid.
Returns a node’s input port given an index.
Returns a node’s output port given an index.
Removes a tag on an APEX graph node.
Sets the name of a node.
Sets the color of an APEX graph node.
Adds a tag on an APEX graph node.
Computes the natural logarithm of a value.
Raises a value to an exponent.
Computes the exponential of a quaternion.
Computes the natural logarithm of a quaternion.
Raises a quaternion to the power of an exponent.
Computes a 3D turbulent noise.
Performs joint orientation based on settings generated from an Orient Joints SOP.
Expands the variables in a string.
Extracts a slice from a string.