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This CHOP takes translate, rotate, and/or scale channels and transforms them either using the transform parameters in the CHOP or via other transform channels from its second input. It can be used to:
-
Change the position and orientation of an object.
-
Convert a set of transform channels with a certain transform order into an equivalent set of channels with a different transform order.
-
Change the direction, starting point, and scale of motion capture data.
-
Build a constant transformation.
-
Invert a transformation.
Currently, only one transform format exists: the transform defined by 9 channels (tx ty tz, rx ry rz, sx sy sz
) and a transform order.
Parameters
Transform
Transform Order
The left menu chooses the order in which transforms are applied. For example: scale, then rotate, then move. This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.
The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.
Translate
Translation along XYZ axes.
Rotation
Degrees rotation about XYZ axes.
Scale
Non-uniform scaling about XYZ axes.
Pivot
Local origin of the object. See also setting the pivot point .
Invert Transform
If enabled, the transform will be inverted prior to being multiplied with the input.
Mode
The input channels can be pre or post multiplied by the transformation. It is also possible to return the first or second input and bypass the transformation.
Pivot Mode
The Pivot position and orientation can be defined in local space using the node parameters or in global space using the third input. The Pivot Mode lets you use the position and/or orientation from the Input #3.
Channel
Align
The alignment option to use.
Extend to Min/Max
Find the earliest start and latest end, and extend all inputs to that range using the extend conditions.
Stretch to Min/Max
Find the earliest start and latest end, and stretch every channel’s start and end to that range.
Shift to Minimum
Find the earliest start and shift all channels so they all start at that index. All channels are extended to the length of the longest one.
Shift to Maximum
Find the latest end and shift all channels so they all end at that index. Extend all channels to the length of the longest one.
Shift to First Interval
Shift all channels to the start of the first channel and sample all inputs using the first input’s range.
Trim to First Interval
Trim all channels to first channel’s range.
Stretch to First Interval
Stretch all channels to the first channel’s range.
Trim to Smallest Interval
Trim all channels to the smallest start/end interval. The start and end values may not come from the same channel.
Stretch to Smallest Interval
Stretch all channels to the smallest start/end interval. The start and end values may not come from the same channel.
Range
Specifies the range of data to generate.
Use Full Animation Range
All of the animated range.
Use Current Frame
Only the sample at the current frame.
Use Start/End
The range is specified from the Start and End parameters.
Use Value Animation
The range is taken from range of keys available in the evaluated Value parameters.
Start
The start time of the channel range.
End
The end time of the channel range.
Sample Rate
The sample rate of the CHOP.
Number of Threads
The number of separate threads to use to evaluate the channel samples. The default is no threading.
Since Houdini evaluates the VEX program for each sample in the input geometry, it can benefit greatly from threading on a multi-processor or multi-core machine when the CHOP nodes have many samples.
Common
Some of these parameters may not be available on all CHOP nodes.
Scope
To determine which channels get affected, some CHOPs have a scope string. Patterns can be used in the scope, for example *
(match all), and ?
(match single character).
The following are examples of possible channel name matching options:
chan2
Matches a single channel name.
chan3 tx ty tz
Matches four channel names, separated by spaces.
chan*
Matches each channel that starts with chan
.
*foot*
Matches each channel that has foot
in it.
t?
The ?
matches a single character. t?
matches two-character channels starting with t.
r[xyz]
Matches channels rx
, ry
and rz
.
blend[3-7:2]
Matches number ranges giving blend3
, blend5
, and blend7
.
blend[2-3,5,13]
Matches channels blend2
, blend3
, blend5
, blend13
.
t[xyz]
[xyz]
matches three characters, giving channels tx
, ty
and tz
.
Sample Rate Match
The Sample Rate Match Options handle cases where multiple input CHOPs’ sample rates are different.
Resample At First Input’s Rate
Use rate of first input to resample others.
Resample At Maximum Rate
Resample to highest sample rate.
Resample At Minimum Rate
Resample to the lowest sample rate.
Error if Rates Differ
Does not accept conflicting sample rates.
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.
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.
Unload
Causes the memory consumed by a CHOP to be released after it is cooked and the data passed to the next CHOP.
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 geo1:tx
, and the prefix was /obj
, the channel would be exported to /obj/geo1/tx
.
Note
You can leave the Export Prefix blank, but then your CHOP track names need to be absolute paths, such as obj:geo1:tx
.
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.
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.
Examples
The following examples include this node.
rop_example_bakeanimation Example for Bake Animation render node
See also |