Experimental:Import Select SOP
The Import Select SOP is used to import and load the geometry types primitives defined in USD COMP and FBX COMP (in future more file types will use this SOP to import their geometries). It essentially loads any geometry type that USD COMP or FBX COMP can support such as a Mesh, Points, NURBS Curves or Patches, Basis Curves. Each geometry represents one primitive from the loading file or it can be a set of primitives merged together for better performance.
In USD COMP and FBX COMP if the Import Select SOP renders merged geometries, an Info DAT node is created next to this SOP node which represents the original paths of primitives within/from importing file, which can be useful for user to checkout what geometries the current SOP is made of. Import Select SOP can have its own animation controls within the Play page or use the settings from its parent COMP.
The imported geometry can be loaded directly from GPU or CPU, depending on whether the Straight To GPU toggle is set to ON or not at the parent COMP node.
Parameters - General Page
geometry - The geometry path from the imported file.
comptang - A toggle to compute the tangents for this SOP.
Parameters - Playback Page
Use Parent Animation
useparentanim - A toggle to specify whether to use the parent COMP animation controls or have a custom setting for this SOP.
Shift Animation Start
shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.
Sample Rate Mode
sampleratemode - ⊞ - A menu to choose between the FPS or use a custom sample rate.
- File FPS
filefps- uses the FPS from what is defined in the importing file.
custom- a desired value specified by Sample Rate parameter.
samplerate - It is used to specify the sample rate (FPS) for the animation. This parameter is disabled by default and can be enabled once the Custom option is selected from the Sample Rate Menu.
playmode - ⊞ - A menu to specify the method used to play the animation.
- Locked to Timeline
lockedtotimeline- This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue Point, are disabled in this mode since the timeline is directly tied to animation position.
- Specify Index
specifyindex- This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation.
sequential- This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue Point parameters below are enabled to allow some control. The default is set to this value.
index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units’ menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage).
indexunit - ⊞ - Specifies a unit type for Index. Changing this will convert the previous unit to the selected unit.
play - A toggle that makes the animation to play when it sets to ON. This Parameter is only available/enabled if the Sequential mode is selected from the Play Mode.
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.
trim - A toggle to enable the Trim Start and Trim End parameters.
tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).
Trim Start Unit
tstartunit - ⊞ - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.
tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).
Trim End Unit
tendunit - ⊞ - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.
cue - A toggle to jump to Cue Point when it is set to ON and it stays at that position. Only available when Play Mode is Sequential.
cuepulse - When pressed the animation jumps to the Cue Point and continues from that point.
cuepoint - Set any index in the animation as a point to jump to.
Cue Point Unit
cuepointunit - ⊞ - Specifies a unit type for Cue Point. Changing this will convert the previous unit to the selected unit.
textendleft - ⊞ - Determines how the parent COMP handles animation positions that lie before the Trim Start position. For example, if Trim Start is set to 1, and the animation current index is -10, the Extend Left menu determines how the animation position is calculated.
textendright - ⊞ - Determines how the parent COMP handles animation positions that lie after the Trim End position. For example, if Trim End is set to 20, and the animation current index is 25, the Extend Right menu determines how the animation position is calculated.
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An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.
The Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.
samples-per-second of a CHOP. Each CHOP in your network has a sample rate, whether it is used or not. The overall timeline has a "frame rate", which is the number of animation frames per second, generally your monitor display frequency.
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.