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This tool is similar to the transform tools for Objects. You can select
Start editing in the viewport
Start editing from the network editor
Change the selection
In the viewport, hold S to temporarily enter the Select tool. With the key down, click or drag to select prims, then release the S key.
In the Edit state, turn on Use physics in the operation toolbar (above the view).
Select the prims you want to be able to move.
Selected prims can have their positions and rotations affected by the simulation. Unselected prims act as static colliders that don’t move.
You can use the handles to transform the selected prims all at once.
Alternatively, you can drag on a selected prim to "push/pull" that prim by that point. Other selected prims can be affected by the prim you're dragging. Unselected prims act as static colliders that don’t move.
Shift-drag on a selected prim to "push/pull" all selected prims at once.
Use the mouse wheel to drop or raise the selected prims with physics. This is useful to the objects into a natural-looking pile.
Tips and notes
By default the simulation uses the full prim geometry. For very detailed geometry, this can be slow and inefficient. See the Simulation Proxy node for how to generate low-res collision geometry for prims.
If you have proxy geometry, you can display it as wireframe in the Edit state by turning on Draw simulation geometry in the operation toolbar (above the viewer).
The primitive(s) the node should operate on. You can drag primitives from the scene graph tree pane into this textbox to add their paths, or click the Reselect button beside the text box to select the primitives in the viewer, or ⌃ Ctrl-click the Reselect button to choose prims from a pop-up tree window. You can also use primitive patterns for advanced matching, including matching all prims in a collection (using
Because all USD edits are non-destructive, editing transforms is accomplished adding a
xformOp:transform attribute. Each attribute name has a descriptive suffix. For example, if you set this to
foo, it authors an attribute named
xformOp:transform:foo. The resulting full attribute name must be unique among attributes on the same prim (Houdini will automatically alter the name by adding a number if it’s not unique).
The default (
$OS) uses the node name as the descriptive suffix.
The order in which Houdini applies translates, rotates, and scales, and the order in which it applies rotation.
Movement amount along XYZ axes.
Degrees rotation around XYZ axes.
Non-uniform scaling along XYZ axes.
Moves the local origin of the object.
Rotates the local origin of the object after translation.
Applies the current transformation and clears the transform parameters.
Resets all applied edits.