The Animation Component is a special component used for creating keyframe animation channels. The component contains a pre-defined network utilizing a Keyframe CHOP and a number of Table DATs to define the animated CHOP channels.
The Animation Editor is the user interface for creating and editing the animation of the Animation Component.
The Animation Component has both in and out CHOP connectors.
Animation Component Inputs
With no input connected, the Animation Component's index loops over the time range of the channels. The CHOP input can be used to manually control the index of the animated channels. For example, if the channels are keyed from frame 1 to 600, you can connect an input to the component and manually drive the animation output by feeding it a number between 1 and 600 (indexes outside the range will use the channel extend conditions).
Using the Keyframe CHOP's Index Units menu, you can drive the animation with numbers expressed in seconds, samples, or a fraction where 0 is the start and 1 is the end.
Animation Component Outputs The CHOP output gives access to the animation channel's current value. CHOPs can be directly connected or a Null CHOP may be appended for exporting the channels to parameters. The current channel values can also be viewed by turning on the Animation Component's node viewer.
Using the Animation Component
Keyframing any parameter, attribute, or data in TouchDesigner begins with an Animation Component. You can create an Animation COMP from;
- The OP Create Dialog
- Right-click on any parameter of an OP. RMB -> Keyframe Parameter in... -> New Animation to create a new Animation COMP
To open the Animation Editor, right-click on an Animation COMP and select Edit Animation... to open that animation in the editor. You can also change any pane to Animation Editor type and the Editor will open whilst pointing to the last Animation COMP that was scoped.
Then you can create and keyframe animation channels. Refer to the Animation Editor for instructions on keyframing.
Parameters - Animation Page
timeref - The location the Animation COMP looks to for its time information. This is used for default channel range and rate when the Type parameter on the Range page is set to Timeline.
playmode - ⊞ - Specifies the method used to playback the animation or allows the output the entire animation curve.
- Locked to Timeline
locked- This mode locks the animation position to the timeline. Scrubbing or jumping in the timeline will change the animation position accordingly. The parameters Play, Speed, Cue, and Cue Point are disabled in this mode since the timeline is directly controlling the animation's position.
- Use Input Index
input- This mode allows the user to specify a particular position in the animation using the index input on the Animation COMP (the CHOP input to the Animation COMP). The Input Index Unit parameter can be used to change the units of the input channel. Use this mode for random access to any location in the animation for maximum flexibility.
sequential- This mode continually plays regardless of the timeline position (the Index parameter is disabled). Reset and Speed parameters below are enabled to allow some control.
- Output Full Range
outputrange- This option outputs the entire animation channel range. This is useful for using the Animation COMP to create custom lookup curves/channels.
play - Animation plays when 1 and stops when 0. This animation playback control is only available when Play Mode is Sequential.
speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play the animation backwards.
cue - Jumps to Cue Point when set to 1. Only available when Play Mode is Sequential.
cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.
Cue Point Unit
Input Index Unit
inputindexunit - ⊞ - When Play Mode is set to Use Input Index use this menu to choose the units for the index input channel. For example, choose between setting the index with frames or seconds. The Units X option sets the index to use the key information directly from the key DAT table inside the Animation COMP, disregarding any custom settings found in the attributes DAT table.
- X Units
cyclic - ⊞ - Adapts the range of the animation for cyclic or non-cyclic input indices. When using a cyclic input index the lookup value for index 0.0 and 1.0 result in the same value. To avoid this, set Cyclic Range to Yes and the lookup will cycle smoothly.
auto- Checks the right extend condition of each channel (Assumes type cycle and mirror are cyclic lookups).
yes- Cycles the output when index is outside the animation range.
no- Does not cycle the output when index is outside the animation range.
Specify Edit Attributes
specifyedit - Turn this on to enable the edit attributes parameter below.
editorigin - Changes the origin of the animation channel edits. This does not change the data stored in the key DAT table, but it does effect the channels display in the graph and playback of the animation.
editrate - Changes the rate of the animation channel edits. This does not change the data stored in the key DAT table, but it does effect the channels display in the graph and playback of the animation.
editanimation - Clicking this button will open this Animation COMP in the Animation Editor.
Parameters - Range Page
rangetype - ⊞ -
tleft - ⊞ -
- Default Value
tright - ⊞ -
- Default Value
Parameters - Extensions Page
The Extensions parameter page sets the component's python extensions. Please see extensions for more information.
Extension Object 1
extension1 - A number of class instances that can be attached to the component.
Extension Name 1
extname1 - Optional name to search by, instead of the instance class name.
Promote Extension 1
promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 2
extension2 - A number of class instances that can be attached to the component.
Extension Name 2
extname2 - Optional name to search by, instead of the instance class name.
Promote Extension 2
promoteextension2 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 3
extension3 - A number of class instances that can be attached to the component.
Extension Name 3
extname3 - Optional name to search by, instead of the instance class name.
Promote Extension 3
promoteextension3 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
Extension Object 4
extension4 - A number of class instances that can be attached to the component.
Extension Name 4
extname4 - Optional name to search by, instead of the instance class name.
Promote Extension 4
promoteextension4 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.
Parameters - Common Page
parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.
Global OP Shortcut
opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.
nodeview - ⊞ - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the Component type (Object Component, Panel Component, Misc.)
- Default Viewer
default- Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Control Panel Viewer for Panel COMPs.
- Operator Viewer
opviewer- Displays the node viewer from any operator specified in the Operator Viewer parameter below.
opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator Viewer.
Keep in Memory
enablecloning - Control if the OP should be actively cloned. The Pulse button can be used to instantaneously clone the contents.
Enable Cloning Pulse
clone - Path to a component used as the Master Clone.
Load on Demand
loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.
externaltox - Path to a
.tox file on disk which will source the component's contents upon start of a
.toe. This allows for components to contain networks that can be updated independently. If the
.tox file can not be found, whatever the
.toe file was saved with will be loaded.
Reload .tox on Start
reloadtoxonstart - When on (default), the external .tox file will be loaded when the .toe starts and the contents of the COMP will match that of the external .tox. This can be turned off to avoid loading from the referenced external .tox on startup if desired (the contents of the COMP are instead loaded from the .toe file). Useful if you wish to have a COMP reference an external .tox but not always load from it unless you specifically push the Re-Init Network parameter button.
Save Backup of External
savebackup - When this checkbox is enabled, a backup copy of the component specified by the External
.tox parameter is saved in the
.toe file. This backup copy will be used if the External
.tox can not be found. This may happen if the
.tox was renamed, deleted, or the
.toe file is running on another computer that is missing component media.
Sub-Component to Load
subcompname - When loading from an External
.tox file, this option allows you to reach into the
.tox and pull out a COMP and make that the top-level COMP, ignoring everything else in the file (except for the contents of that COMP). For example if a
.tox file named
geo1 as the Sub-Component to Load, will result in
geo1 being loaded in place of the current COMP. If this parameter is blank, it just loads the
.tox file normally using the top level COMP in the file.
reinitnet - This button will re-load from the external
.tox file (if present), followed by re-initializing itself from its master, if it's a clone.
- Input 0 -
|• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •|
A frame within the Animation component which holds a channel value, slope, acceleration and interpolation type, used to determine the values of the channel which are not keyframes.
Any of the procedural data operators. OPs do all the work in TouchDesigner. They "cook" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.
The panel at the bottom of TouchDesigner, it controls the current Time of the full system or just one component.
Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.
To pulse a parameter is to send it a signal from a CHOP or python or a mouse click that causes a new action to occur immediately. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel, and a pulse via python is via a
.pulse() call on a pulse-type parameter, such as Reset in a Speed CHOP.
Any component can be extended with its own Python classes which contain python functions and data.
A Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax
parent.Name, for example
parent.Effect.width to obtain panel width.
A name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.
A custom interactive control panel built within TouchDesigner. Panels are created using Panel Components whose look is created entirely with TOPs.
TOuch Environment file, the file type used by TouchDesigner to save your project.
Every component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.