Since | 21.0 |
See the spline 2.0 rig component.
Computes the absolute value.
Computes the inverse cosine.
Calculates the sum of the input values.
Checks if two values are almost equal.
Performs a logical AND operation.
Computes the inverse sine.
Computes the inverse tangent.
Computes the inverse tangent of y/x.
Computes the average of the input values.
Performs a bitwise AND operation.
Performs a bitwise inversion of each bit of an integer.
Performs a bitwise OR operation.
Performs a bitwise XOR operation.
Constructs a bit mask from the entries of the input ports.
Converts a 3D cartesian coordinate to its geodetic coordinate.
Converts a 2D cartesian coordinate to its polar coordinate.
Converts a 3D cartesian coordinate to its spherical coordinate.
Returns the smallest integer greater than or equal to a floating point number.
Clamps a value between min and max.
Computes the complement of the input value by subtracting it from 1.
Constructs a component bitmask.
Checks which components are active in a component bitmask.
Converts an input of type SrcT to an output of type DesT.
Copies the input argument.
Computes the cosine of an angle.
Computes the cross product of two vectors.
Converts an angle in degrees to radians.
Returns the Euclidean distance between two vectors.
Calculates the quotient of the input values.
Computes the dot product of two vectors.
Intersects a ray with a plane.
Takes a value in one range and shifts it to a new range.
Returns True if two values are equal.
Raises a value to an exponent.
Takes a (clamped) value in one range and shifts it to a new range.
Takes a value in the range (0, 1) and shifts it to a new range.
Takes a value in the range (1, 0) and shifts it to a new range.
Takes a value in the range (-1, 1) and shifts it to a new range.
Builds a Vector2 from Floats.
Builds a Vector3 from Floats.
Builds a Vector4 from Floats.
Returns the largest integer less than or equal to a floating point number.
Defines the start of a for loop.
Defines the start of a for-each loop.
Defines the end of a for-each loop.
Defines the end of a for loop.
Returns the fractional component of a floating point number.
Converts a geodetic coordinate to its 3D cartesian coordinate.
Extracts a single component of a vector or matrix type.
Determines if a value is greater than another value.
Determines if a value is greater than or equal to another value.
Defines the start of an If block for conditional execution.
Defines the end of an If block for conditional execution.
Provides inputs for a graph.
Extracts individual bits from a bit mask.
Inverts a matrix.
Computes the length of a vector.
Performs linear interpolation between the input values.
Determines if a value is less than another value.
Determines if a value is less than or equal to another value.
Adds an APEX log entry to the log viewer.
Extracts the row vectors from a Matrix3.
Extracts the row vectors from a Matrix4.
Calculates the maximum of the input values.
Calculates the minimum of the input values.
Applies the modulo operation to the two input values.
Calculates the product of the input values.
Performs linear interpolation between two vectors and normalizes the result.
Negates the input value.
Produces Perlin-style non-periodic noise.
Normalizes a vector.
Inverts the logical value.
Utility node for passing through unmodified values.
Utility node for passing through unmodified values of a given type.
Performs a logical OR operation.
Provides outputs for a graph.
Converts a polar coordinate to its cartesian coordinate.
Rounds down a value to a multiple of another value.
Converts an angle in radians to degrees.
Looks up the value of a ramp at a specified position.
Rounds a floating point value to the nearest integer or to a specific number of decimal places.
Executes a VEX snippet.
Sets a single component of a vector or matrix type.
Computes the sine of an angle.
Converts a spherical coordinate to its 3D cartesian coordinate.
Provides a container of subgraphs.
Calculates the difference between the input values.
Switches between different input values based on an index.
Switches between different input values based on the name of the input port.
Computes the tangent of an angle.
Represents and builds a hierarchy of transformations in a rig.
Transposes a matrix.
Switches between two inputs based on a Bool value.
Holds a copy of an input value.
Extracts all the components of a Vector2.
Extracts all the components of a Vector3.
Constructs a Matrix3 from the input row vectors.
Extracts all the components of a Vector4.
Constructs a Matrix4 from the input row vectors.
Performs a logical XOR operation.
Adds two arrays element-wise.
Appends a value to an array.
Builds an array with the provided values.
Clears an array.
Divides two arrays element-wise.
Extends an array with another array.
Finds the index of an array element with a specific value.
Gets an element in an array.
Inserts an element at a specific array index.
Returns the length of an array.
Performs linear interpolation between two arrays element-wise.
Finds the maximum element in an array.
Finds the minimum element in an array.
Multiplies two arrays element-wise.
Removes an element from an array.
Reverses the order of elements in an array.
Scales all elements of an array by a scalar.
Sets an element in an array.
Sorts an array in ascending order.
array::SortAndRemoveDuplicates
Sorts an array in ascending order and removes duplicate elements.
Subtracts two arrays element-wise.
Finds the sum of the array elements.
Adds a key to a channel.
Adds keys to channels in a collection.
Adds keys to channels in an animation stack.
Creates an animation stack from the layers of an APEX scene’s animation.
Evaluates parameters from an animation stack.
Blend keys from 2 channels using a blend value or a blend channel.
ch::ChannelCollectionFromPrims
Creates a channel collection from the channel primitives on a geometry.
Creates an APEX channel from a channel collection.
Creates an APEX channel from a channel primitive.
Adds a channel to a geometry as a curve or collection of points.
Adds a channel primitive to a geometry.
Creates APEX channels from a channel collection.
Creates APEX channels from the channel primitives on a geometry.
Adds additional cycles of the channels in a collection.
Deletes keyframes from a channel collection.
Applies an Euler filter on the rotation channels in a channel collection.
Reduces the keys of the channels in a collection while maintaining their shape.
Scales the key values of a collection of channels about a pivot.
Adds an APEX channel to a channel collection.
Adds APEX channels to a channel collection.
Shifts all the keys of a collection of channels by a constant time.
ch::CollectionSmoothAutoTangents
Computes the tangents on the keys of each channel in a collection that has auto tangents enabled.
Adds additional cycles of a channel.
Deletes keyframes from an APEX channel.
Evaluates a collection of channels and updates a dictionary with the results.
Applies an Euler filter on rotation channels.
Evaluates a channel.
Creates a channel from the sum of a set of channels.
Evaluates a set of channels.
ch::PrimsFromChannelCollection
Adds channels from a channel collection to a geometry.
Reduces the keys of a channel while maintaining its shape.
Scales the key values of a channel about a pivot.
Shifts all the keys of a channel by a constant time.
Computes the tangents on the keys of a channel that has auto tangents enabled.
Adds an abstract control to a graph.
Finds the segments in a component to loop over.
Gets the rest transform of a TransformObject node.
component::GetTransformChildren
Gets the children of a TransformObject node.
component::GetTransformDescendants
Gets the descendants of a TransformObject node.
Gets the parent of a TransformObject node.
component::InsertTransformParent
Inserts a new TransformObject node between a node and its parent.
Inserts the component segment name into a string.
Sets the rest transform of a TransformObject node.
component::SetRestTransformFromSkel
Sets the rest transform of a TransformObject node based on a skeleton.
Sets the parent of a TransformObject node.
Updates the control shape of a TransformObject node.
Updates the parameter limits of a TransformObject or AbstractControl node.
controlgadget::SnapXFormToAxes
Snaps a transform to the specified axes during a mouse drag.
Copies a dictionary and adds new entries.
Searches the input dictionary for a key.
Creates a dictionary with the data IDs of the entries of an input dictionary.
Extracts multiple values from a dictionary.
Gets a value from a dictionary.
Gets a value from a dictionary of dictionaries.
Adds new entries to a dictionary.
Gets an array of the keys of a dictionary.
Performs pattern replacement on the keys of a dictionary.
Removes from a dictionary all entries with keys matching a pattern.
Renames the keys of a dictionary.
Sets a value into a dictionary.
Sets a value into a nested dictionary.
Copies entries from one dictionary to another, using a third dictionary to define the key mapping.
Updates the entries of a dictionary with the entries of other dictionaries.
Adds one dynamic path to another.
Adds a target for the dynamic path tweak solver.
Bakes a dynamic path.
Deforms a dynamic path as a mesh represented with Laplacian coordinates.
Evaluates a dynamic path at the given time.
dynamicpath::EvaluateInSourceTime
Evaluates a dynamic path at the given source time.
Evaluates a dynamic path at multiple times.
dynamicpath::EvaluateMultiInSourceTime
Evaluates a dynamic path at multiple source times.
Gets sections of a dynamic path and their corresponding layer indices.
Gets the times at which to key a character to follow the motion of a dynamic path.
Gets a section of a dynamic path and its corresponding layer index.
Gets the start time, end time, and life of a dynamic path.
dynamicpath::LoadFromAnimStack
Creates a dynamic path that represents the motion of a TransformObject by sampling the translate, rotate, and scale parameters from an animation stack.
Creates a dynamic path from arrays of positions, times, and source times.
Creates a dynamic path by sampling a set of X, Y, and Z channels.
Loads a dynamic path from the geometric representation of a dynamic path.
Constructs dynamic paths by evaluating Matrix4 outputs of a graph over time.
dynamicpath::LoadFromGraphChannels
Constructs dynamic paths by building a parameter dictionary for a graph from a channel collection, and evaluating Matrix4 outputs of the graph over time.
dynamicpath::ProjectileLifeFromPlane
Computes the life of a projectile arc based on the start position, end position, and maximum height of the projectile in a given direction.
dynamicpath::ProjectilePathEvaluatePeak
Determines the peak of a projectile path.
dynamicpath::ProjectilePathFromLife
Creates a dynamic path representing the arc of a projectile that is launched between two positions in a specific amount of time.
dynamicpath::ProjectilePathFromPlane
Creates a dynamic path representing the arc of a projectile that is launched between two positions while skimming a height plane.
dynamicpath::ProjectilePathFromSpeed
Creates a dynamic path representing the arc of a projectile that is launched between two positions with a specific initial speed.
dynamicpath::ResolveTweakTargets
Solves for a dynamic path using the Tweak algorithm.
Creates a geometry from a dynamic path.
Subtracts one dynamic path from another.
Gets the transform of a bone in a full body IK skeleton.
Computes the center of mass of a full body IK skeleton.
Sets a center of mass target on a full body IK solver.
Sets a skeleton on a full body IK solver.
Sets a target on a full body IK solver.
Sets multiple targets on a full body IK solver.
Sets targets on a full body IK solver from a dictionary.
Sets targets on a full body IK solver from a geometry.
Gets a full body IK skeleton stored in geometry.
Updates geometry using information from a full body IK skeleton.
Solves a full body IK skeleton using the FABRIK algorithm.
Solves a full body IK skeleton using the PhysIK algorithm.
Creates a full body IK solver from a full body IK skeleton.
Creates a full body IK skeleton target.
Creates a packed primitive that contains the given geometry.
Returns the values of an array attribute.
Performs ray intersection with a geometry and computes weights for nearby points, outputting the weights as geometry attributes.
Returns the bounding box of a geometry.
Copy a detail attribute between two geometries.
Returns the value of a detail attribute.
Returns the geometry embedded in a packed primitive.
Finds all points in a geometry with a given attribute value.
Finds all primitives in a geometry with a given attribute value.
Finds all vertices in a geometry with a given attribute value.
Defines the start of a for-each loop that iterates over the points in a geometry.
Defines the end of a for-each loop that iterates over the points in a geometry.
Defines the start of a for-each loop that iterates over the primitives in a geometry.
Defines the end of a for-each loop that iterates over the primitives in a geometry.
Returns a geometry from a geometry file read from disk.
Returns an array of points based on a pattern.
Returns an array of primitives based on a pattern.
Computes an intersection cache for a geometry.
Determines the intersection point of a ray with an intersection cache.
Performs ray intersection with a geometry and computes weights for nearby points, outputting the weights in an array.
Deforms geometry based on the reshaping of a control lattice.
Merges the points and primitives from other geometry objects into this geometry.
Packs each input and merges them together into a single geometry.
Returns the number of points in a geometry.
Returns the number of primitives in a geometry.
Returns the value of a point attribute.
Returns the values of an attribute on the points that match a second attribute name.
Returns all the primitives that contain a given point.
Returns the value of a primitive attribute.
Returns the values of an attribute on the primitives that match a second attribute name.
Returns all the points on a given primitive.
Replaces the contents of a geometry object with another geometry object.
Overrides the transforms of an agent primitive.
Sets a detail attribute value on a geometry.
Sets a point attribute value on a geometry.
Sets the value of a given attribute on all the points in a geometry.
geo::SetPointAttribValuesByName
Sets the value of an attribute on the points that match a second attribute name.
Sets a primitive attribute value on a geometry.
Sets the value of a given attribute on all the primitives in a geometry.
geo::SetPrimAttribValuesByName
Sets the value of an attribute on the primitives that match a second attribute name.
Sets a vertex attribute value on a geometry.
Sets the value of a given attribute on all the vertices in a geometry.
geo::SetVertexAttribValuesByName
Sets the value of an attribute on the vertices that match a second attribute name.
Transforms a geometry using a transformation matrix.
Embeds a geometry into a packed primitive, replacing the primitive’s contents.
Returns the value of a vertex attribute.
Returns the values of an attribute on the vertices that match a second attribute name.
geoutils::CopyToPointsTargetAttribs
Sets up default target attributes for use in sop::copytopoints.
Creates a dotted line geometry.
Translates a geometry.
Scales a geometry by a scale factor along the x, y, and z axes.
Runs a VEX snippet on the incoming geometry.
Adds a node to an APEX graph.
Adds a node to a subnet in an APEX graph.
Adds or updates a node.
Adds a subnet node to an APEX graph, and sets the contents of the subnet.
Compiles a graph and reports any execution errors.
Connects two APEX node ports given the port IDs.
Gets the default parameters of an APEX graph.
Deletes a node from an APEX graph.
Deletes a set of nodes from an APEX graph.
Disconnects the wires connected to the specified port.
Duplicates the input node.
Evaluates outputs from an APEX graph.
Connects two APEX node ports given the node IDs and port names.
Removes the wire connecting the specified source and destination ports.
Returns the first matched node in an APEX graph based on a pattern.
Returns the first matched port in an APEX graph based on a pattern.
Finds a node in an APEX graph based on a node path.
Finds an input port on an APEX node.
Finds an output port on an APEX node.
Finds the tags of a node based on a pattern.
Finds an array of node IDs in an APEX graph based on a pattern.
Finds or adds a node to an APEX graph.
Finds or adds a port or subport on an APEX node based on a port name.
Finds a port on an APEX node based on a port name.
Finds the ports in an APEX graph based on a pattern.
Finds all APEX nodes that have a direct wire connection to a given port.
Finds the port that is connected to a given port.
Finds all ports that have a direct wire connection to a given port.
Finds the promoted graph input or output port that is connected to a given port.
Finds or adds a subport to a variadic port.
Gets the contents of an APEX subnet node.
Finds all the top-level parameter input ports of an APEX graph.
Finds all the top-level output ports of an APEX graph.
Checks if a tag exists on a node.
Checks if multiple tags exist on a node.
Determines whether an input port to a subgraph or subnet is connected, and returns either that port’s value or a fallback value.
Invokes an APEX graph.
Determines whether an input port to a subgraph or subnet is connected.
Creates a default positional layout of a selection of APEX nodes.
Loads an APEX graph from geometry.
Merges the contents of an APEX graph into an existing graph.
Gets the data for a node in an APEX graph.
Finds all the input ports on an APEX node.
Finds all the output ports on an APEX node.
Packs an array of APEX nodes into a subnet.
Parents two nodes in a graph.
Gets the data for a port in an APEX graph.
Gets the node that contains a given port in an APEX graph.
Connects a port to an APEX graph input.
Promotes an input port to the graph’s parms node.
Promotes multiple input ports to the graph’s parms node.
Promotes an output port to the graph’s output node.
Promotes multiple output ports to the graph’s output node.
Connects a port to an APEX graph output.
Promotes a port to the graph’s parms or output node.
Gets the properties of an APEX graph.
Sets the name of an input port, output port, or subport.
Finds and replaces a tag on a node.
Rewires the output ports on a node in an APEX graph.
Writes an APEX graph to geometry.
Updates the default parameter dictionary of an APEX graph.
Updates the properties dictionary of an APEX graph.
Sets the contents of a subnet in an APEX graph.
Sorts an APEX graph.
Compiles its internal subnetwork and outputs it as an APEX graph handle object.
Unpacks a subnet in an APEX graph.
Updates a node in an APEX graph.
Updates the parameters on a node in an APEX graph.
Updates the properties of a node in an APEX graph.
Updates the tags on a node in an APEX graph.
Returns whether a port can have subports.
Returns all the subnets that contain a given node.
Returns the callback name of a node.
Returns the name of a node.
Returns the parent subnet of a node.
Returns the parameters on a node.
Gets the path for a node ID in an APEX graph.
Returns the properties of a node.
Returns the tags on a node.
Returns the outer port of a subport.
Gets the path for a port ID in an APEX graph.
Adds a skel::SetPointTransforms node to the graph.
Adds or updates the TransformObject nodes for the joints in a guide skeleton.
Finds or adds guide geometry.
Finds the primary axis of a joint.
Parents joints and updates the matching nodes in the graph.
Sets the properties metadata on the guide joints.
guide::UpdatePatternFromGuides
Creates string patterns from skeleton joint names or a string array.
Sets shape data on TransformObjects.
Finds the distance between two quaternions.
Creates a unit quaternion from an angle and an axis.
Creates a unit quaternion from a set of Euler angles.
Converts a rotation matrix into a unit quaternion.
Inverts a quaternion.
Multiplies two quaternions.
Rotates a vector by a quaternion.
quaternion::SwingTwistDecompose
Decomposes a quaternion into a swing and a twist along an axis.
quaternion::SwingTwistInterpolate
Interpolates between two quaternions while interpolating the swing and twist components separately.
Converts a quaternion to an axis vector and an angle.
Creates a set of Euler angles from a quaternion.
Converts a quaternion to a rotation or transformation matrix.
Applies a ragdoll simulation to one or more characters.
Defines an abstract control in a rig.
Dynamically adds a deforming shape to a control shape library.
Constructs a local matrix by combining a local rest matrix with a set of transformation parameters.
Adds the option of modifying the shape of a control in an APEX rig.
Builds a spline from a list of CVs.
Builds a spline from an array of CVs.
Outputs a transform matrix derived from a location on a curve primitive.
Extracts a local transform given a child and parent transform, taking scale inheritance rules into account.
Extracts the transformation parameters from a local matrix with respect to a local rest matrix.
Represents a transformation in a transformation hierarchy.
Positions and orients joints from a root position, goal, and twist position using inverse kinematics.
Positions and orients joints from a root position, goal, and twist position using inverse kinematics, with inputs and outputs given as arrays.
Creates a parent constraint between two matrix transforms.
Computes a transform from a weighted mix of points on a geometry.
Performs pose-weight interpolation.
Computes a transform for a coordinate within a geometry primitive.
Performs radial basis function (RBF) interpolation.
Samples transforms from a spline.
rig::SampleSplineTransformsToArray
Samples transforms from a spline and outputs the samples in an array.
rig::SplineInterpolateTransforms
Generates and samples a spline.
rig::SplineInterpolateTransformsToArray
Generates and samples a spline, and outputs the samples in an array.
Converts a spline offset between its various representations.
Converts multiple spline offsets between their various representations.
Converts multiple spline offsets between their various representations.
Solves a two-joint IK chain.
Constrains a transform onto the surface of a geometry at the given UV texture coordinate.
Adds a new dynamics object to a simulation.
Adds a new dynamics relationship to a simulation.
Attaches data to a simulation object or relationship.
Returns the geometry from a simulation at a specified time.
Finds the unique ID of a simulation object by name.
Finds the unique ID of a simulation relationship by name.
Returns the geometry from a simulation object or a relationship’s subdata.
Loads a simulation state from a file.
Removes an object from a simulation.
Removes a relationship from a simulation.
Modifies the geometry subdata for a simulation object or relationship.
Creates a new dynamics simulation.
Creates a new KineFX point on a geometry.
Deletes a KineFX point from a geometry.
Deletes a group of KineFX points from a geometry.
Evaluates a single pose from multiple MotionClips.
Finds the first point number in a geometry that matches a pattern.
Finds a KineFX point by its name attribute.
Finds an array of point indices in a geometry that matches a pattern.
Finds all the KineFX points that do not have a parent.
Finds all the ancestors of a KineFX point.
Finds all the children of a KineFX point.
Finds all the descendants of a KineFX point.
Finds the parent of a KineFX point.
Returns the local transform attribute value of a KineFX point.
Returns the local transforms of multiple KineFX points.
Returns the world transform of a KineFX point.
Returns the world transforms of multiple KineFX points.
Sets a new parent for a KineFX point.
Sets new parents for multiple KineFX points.
Sets the world transforms of multiple KineFX points.
skel::SetPointTransformsFromAgent
Sets the world transforms of multiple KineFX points from an agent.
Sorts the KineFX points in a geometry based on its hierarchy.
Traverses the whole KineFX hierarchy and writes out the result.
Updates the attribute values of a KineFX point.
Converts a string to CamelCase style.
Determines if a string ends with a specific string.
Finds the first occurrence of a substring.
Ensures the string contains only valid characters.
Creates a formatted string from input values.
Converts an integer to string.
Converts a ramp to a string.
Returns a string that is the concatenation of the strings in an array.
Computes the length of a string.
Converts a string to all lowercase.
Splits a string at the first or last instance of a partition substring.
Splits a path into a folder and a file name.
Performs pattern replacement in a string.
Finds the first instance of a regular expression in a string.
Finds all instances of a regular expression in a string.
Matches an input string against a regular expression.
Replaces instances of a regular expression with a replacement string.
Splits a string based on a regular expression.
Performs substring replacement in a string.
Reverses a string.
Splits a string into multiple tokens.
Determines if a string starts with a specific string.
Extracts a substring from a string.
Converts a string to a float.
Converts a string to an integer.
Converts a string to a ramp.
Converts a string to all uppercase.
Blends between two matrices.
Builds a transformation matrix from transform components.
transform::ClampedLookAtPorthole
Limits the rotational range of a LookAt to a porthole on a sphere’s surface.
transform::ClampedLookAtWindow
Limits the rotational range of a LookAt to a window on a sphere’s surface.
Computes the determinant of a matrix.
Computes a transformation representing the rotation between two vectors.
Decomposes a matrix into its individual transformation components.
Rotates a matrix’s local look at axis toward a target.
Mirror transformation matrix around specified plane.
Blends multiple matrices or quaternions using a set of weights.
transform::MultiBlendFromArray
Blends an array of matrices or quaternions using an array of weights.
Decomposes a matrix into rotation and stretch matrices using polar decomposition.
Applies a prerotation to a matrix.
Applies a prescale to a matrix.
Applies a pretranslation to a matrix.
Projects a point onto a sphere.
transform::ProjectOnSphericalPorthole
Projects a point onto a circular porthole on the surface of a sphere.
transform::ProjectOnSphericalWindow
Projects a point onto a rectangular window located on the surface of a sphere.
Applies a rotation to a matrix.
Prerotates a matrix using an angle-axis rotation.
Applies scaling to a matrix transformation.
Performs spherical linear interpolation.
Finds the closest Euler angles to a reference rotation.
Translates a matrix by a vector.
Fetches information about the viewport transform from the uievent.
Fetches information about the pressed mouse button from the uievent.
Fetches information about the positioning of the control at the start of a drag from the uievent.
Fetches information about the state of the mouse from the uievent.
Fetches information about the NDC transform and mouse position in NDC space.
Fetches information about the reference transforms on the primary control.
Fetches information about the mouse ray from the uievent.
Fetches information about the transform handle interaction.