View table: OPPars
Table structure:
- opFamily - String
- parLabel - String
- parName - String
- parSummary - Wikitext
- parOrder - Integer
- opType - String
- parType - String
- parReadOnly - Boolean
- hidden - Boolean
- deprecated - Boolean
- deprecatedVer - String
This table has 16,544 rows altogether.
| Page | opFamily | parLabel | parName | parSummary | parOrder | opType | parType | parReadOnly | hidden | deprecated | deprecatedVer |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ableton Link CHOP (edit) | CHOP | Active | active | Turns the CHOP's output on or off. |
0 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Bar | bar | Output the current bar. |
6 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Beat | beat | Output the current beat. |
7 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Beats | beats | Outputs the total number of beats. |
12 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Callbacks DAT | callbacks | Path to a DAT containing callbacks for each event received. |
3 | ableton | DAT | ||||
| Ableton Link CHOP (edit) | CHOP | Count | count | Increases the count each bar. |
4 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Count+Ramp | countramp | A ramp that counts up until the bar is reset. |
5 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Enable | enable | Initializes the connection to the Ableton Link session. |
1 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Export Method | exportmethod | This will determine how to connect the CHOP channel to the parameter. Refer to the Export article for more information. |
3 | all | Menu | ||||
| Ableton Link CHOP (edit) | CHOP | Export Root | autoexportroot | This path points to the root node where all of the paths that exporting by Channel Name is Path:Parameter are relative to. |
4 | all | OP | ||||
| Ableton Link CHOP (edit) | CHOP | Export Table | exporttable | The DAT used to hold the export information when using the DAT Table Export Methods (See above). |
5 | all | DAT | ||||
| Ableton Link CHOP (edit) | CHOP | Phase | phase | Outputs the current phase in the bar. |
13 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Pulse | pulse | Outputs a pulse each bar. |
2 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Ramp | ramp | Outputs a 0-1 ramp each bar. |
1 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Ramp Bar | rampbar | Outputs a 0-1 ramp each bar. |
9 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Ramp Beat | rampbeat | Outputs a 0-1 ramp each beat. |
10 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Sample Rate Match | srselect | Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or "Linear" if the Interpolate Options are not available. |
2 | all | Menu | ||||
| Ableton Link CHOP (edit) | CHOP | Scope | scope | To determine which channels get affected, some CHOPs use a Scope string on the Common page. See Pattern Matching. |
1 | all | StrMenu | ||||
| Ableton Link CHOP (edit) | CHOP | Signature | signature | Specifies the time signature. The first number is the number of beats per measure and the second number indicates the type of note that constitutes one beat. See Time Signature - Wikipedia for additional information. |
2 | ableton | Int | ||||
| Ableton Link CHOP (edit) | CHOP | Sine | sine | Outputs a sine wave each bar. |
3 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Sixteenths | sixteenths | Output the current sixteenths. |
8 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Start Stop Sync Enable | startstopsync | Enables start stop synchronization for the entire Ableton Link session. Start stop synchronization allows for sharing of start or stop signals between subgroups of peers in a Link session. |
1 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Status Channels | status | Enables the following status channels
|
0 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Tempo | tempo | Outputs the current tempo (also known as BPM). |
11 | ableton | Toggle | ||||
| Ableton Link CHOP (edit) | CHOP | Time Slice | timeslice | Turning this on forces the channels to be "Time Sliced". A Time Slice is the time between the last cook frame and the current cook frame. |
0 | all | Toggle | ||||
| Accumulate POP (edit) | POP | Attribute Class | attrclass | Makes the POP operate on point attributes, vertex attributes or primitive attributes where applicable. |
0 | accumulatePOP | Menu | ||||
| Accumulate POP (edit) | POP | Attribute Type | attrtype | The output attribute's data type, default float. |
0 | accumulatePOP | Menu | ||||
| Accumulate POP (edit) | POP | Bypass | bypass | Pass through the first input to the output unchanged. |
0 | filter | Toggle | ||||
| Accumulate POP (edit) | POP | Components | attrnumcomps | The number of components in the new custom attribute. |
0 | accumulatePOP | Menu | ||||
| Accumulate POP (edit) | POP | Default Value | attrdefaultval | Default values of the output attribute components if they cannot be computed. |
0 | accumulatePOP | Float | ||||
| Accumulate POP (edit) | POP | Delete Input Attributes | delinputattrs | Only output which attributes you specify in this POP - helps isolate attributes into a separate branch. |
2 | filter | Toggle | ||||
| Accumulate POP (edit) | POP | Free Extra GPU Memory | freeextragpumem | Free memory that has accumulated when output memory has grown and shrunk. |
1 | filter | Pulse | ||||
| Accumulate POP (edit) | POP | Input Attribute Scope | inputattrscope | Input's attributes you want to affect within the chosen attribute class, or attribute components. |
0 | accumulatePOP | StrMenu | ||||
| Accumulate POP (edit) | POP | Output Attribute Scope | outputattrscope | Name of attribute to output (can choose components of attribute), can choose from menu. |
0 | accumulatePOP | StrMenu | ||||
| Accumulate POP (edit) | POP | Override Automatic Attribute | overrideautoattr | Whether to override the kind of attribute automatically created based on the POP input and parameters. Allows to specify manually the type and number of components of the new attribute. |
0 | accumulatePOP | Toggle | ||||
| Accumulate POP (edit) | POP | Type | scantype | The accumulated value for each point includes the current point's value, or does not include the current point's value. |
0 | accumulatePOP | Menu | ||||
| Actor COMP (edit) | COMP | A | instancea | Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter. |
20 | object | StrMenu | ||||
| Actor COMP (edit) | COMP | Active | active | Toggle the actor on/off. If the actor is active, then it will be updated as the simulation progress. However, if it is inactive, then it will be removed from the simulation and no longer collide with any of the other actors/bodies. As a result, it's transform will also no longer be updated. |
3 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Active | instanceactive | Select the data channel that will be used to control which instances are rendered. Only instances with a non-zero value in this channel will be rendered; instances with a zero active channel value will be skipped. If no data is assigned to this channel then all instances are rendered. Use the drop-down menu on the right to easily select from the available options. |
8 | object | StrMenu | ||||
| Actor COMP (edit) | COMP | Angular Velocity | angvel | The initial angular velocity of the actor in degrees per second in m/s. This parameter can also be used to modify the actor's angular velocity during a simulation. Additionally, it is used in conjunction with the "Cue Velocity" and "Cue Velocity Pulse" parameters. |
13 | actorCOMP | XYZ | ||||
| Actor COMP (edit) | COMP | Anisotropic Filter | instancetexanisotropy | 26 | object | Menu | |||||
| Actor COMP (edit) | COMP | Apply Pre-Transform | pxform | Enables the transformation on this page. |
0 | object | Toggle | ||||
| Actor COMP (edit) | COMP | Auto-Bank Factor | bank | The Auto-Bank Factor rolls the Component based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to |
16 | object | Float | ||||
| Actor COMP (edit) | COMP | B | instanceb | Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter. |
19 | object | StrMenu | ||||
| Actor COMP (edit) | COMP | Bullet Feedback CHOP | bulletfb | A reference to a CHOP from which to feedback. The Actor COMP will read transformation and velocity data (in the correct format, see Bullet Solver CHOP for more information) from the CHOP, and overwrite the current values at the beginning of the next frame. A feedback loop can be created with this parameter and the Bullet Solver CHOP. See Bullet Solver CHOP. NOTE: scale cannot be feedbacked. force[xyz] and torque[xyz] can be used to apply forces to specific bodies. |
9 | actorCOMP | CHOP | ||||
| Actor COMP (edit) | COMP | Center of Mass | com | Specifies the center of mass of the collision shape. The center of mass is the point around which the body will rotate. Center of mass can be viewed using a guide in the Actor COMP's viewer. It is shown as a red axis. |
8 | actorCOMP | XYZ | ||||
| Actor COMP (edit) | COMP | Clone Master | clone | Path to a component used as the Master Clone. |
5 | geometry | COMP | ||||
| Actor COMP (edit) | COMP | Collision Shape | shape | The type of collision shape to make from the selected SOPs. Collision shapes can be viewed using a guide in the Actor COMP's viewer |
6 | actorCOMP | Menu | ||||
| Actor COMP (edit) | COMP | Collision SOPs | sops | Specifies SOPs or COMPs to use for the collision shape. If a SOP is referenced, then just that SOP will be used for the collision shape. But if a COMP is selected then all SOPs inside of that (recursive) will be used for the collision shape. If this parameter is left blank, then the SOPs selected will be all SOPs inside the Actor COMP with display and render flags on. |
5 | actorCOMP | OP | ||||
| Actor COMP (edit) | COMP | Color Mode | instancecolormode | Controls how the instance color values interact with the SOPs 'Cd' (diffuse color) attribute. If the SOP doesn't have a 'Cd' attribute, then it will behave as if its 'Cd' is (1, 1, 1, 1). |
15 | object | Menu | ||||
| Actor COMP (edit) | COMP | Color OP | instancecolorop | Select a specific operator to get data from for the Color instance attributes below. If not specified, the the operator specified in the 'Default Instance OP' on the Instance parameter page can be used. |
16 | object | OP | ||||
| Actor COMP (edit) | COMP | Commit to Main Transform | pcommit | This button will copy the transform from this page to the main Xform page, and reset this page's transform. |
9 | object | Pulse | ||||
| Actor COMP (edit) | COMP | Continuous Collision Detection | ccd | Toggles continuous collision detection on/off for this actor. Typically, collision detection is done discretely, meaning that collision is verified at the beginning/end of a frame. However, if a body is going too fast it will move too far in a single frame and therefore clip through any surfaces (ie. No collision detected). Continuous collision detection improves upon this by performing collision detection at intervals between the body's initial and final positions within a frame. Continuous collision detection can affect performance, so even if the parameter is toggled on it will not be used all the time. It will only be used for bodies moving above a velocity threshold. |
6 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Cue Pulse | cuevelpulse | Pulse the linear and angular velocity to values given by linvel and angvel. This will set the velocity to the given value at the beginning of the next frame. |
11 | actorCOMP | Pulse | ||||
| Actor COMP (edit) | COMP | Cue Velocity | cuevel | Holds the linear and angular velocity and values given by linvel and angvel. The object will still collide with any other bodies in the simulation. |
10 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Custom Instance | instance | Sequence of arbitrary attributes to be assigned to instances |
0 | geometryCOMP | Sequence | ||||
| Actor COMP (edit) | COMP | Default Instance OP | instanceop | Specify a path to a CHOP or DAT used to transform the instances. Number of samples/rows in this CHOP or DAT determines the number of instances when using the CHOP Length/DAT Num Rows mode for Instance Count. |
3 | object | OP | ||||
| Actor COMP (edit) | COMP | Display Guide | dispguide | Toggles on the display for the collision shape in the COMP viewer. |
7 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Draw Priority | drawpriority | Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent Component, or if the Component is the top level one listed in the Render TOP's 'Geometry' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency. |
2 | object | Float | ||||
| Actor COMP (edit) | COMP | Ellipsoid Tolerance | elltol | The tolerance of the minimum volume bounding ellipsoid. In other words, how close to the optimal solution it is. |
7 | actorCOMP | Float | ||||
| Actor COMP (edit) | COMP | Emission Size | emitsize | The size of the 2D emission grid. The size represents the number of particles on each side of the emission grid. For example, a 2x5 emission size will emit a grid 2 particles wide and 5 particles high. |
2 | actorCOMP | XY | ||||
| Actor COMP (edit) | COMP | Emission Speed | emitspeed | The speed the particles come out of the emitter. |
3 | actorCOMP | Float | ||||
| Actor COMP (edit) | COMP | Enable Cloning | enablecloning | Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's 'Clone Master'. |
3 | geometry | Toggle | ||||
| Actor COMP (edit) | COMP | Enable Cloning Pulse | enablecloningpulse | Instantaneously clone the contents. |
4 | geometry | Pulse | ||||
| Actor COMP (edit) | COMP | Enable Emission | emit | When enabled, the Actor COMP will actively emit particles. |
1 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Enable External .tox | enableexternaltox | 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. |
7 | geometry | Toggle | ||||
| Actor COMP (edit) | COMP | Enable External .tox Pulse | enableexternaltoxpulse | This button will re-load from the external |
7 | geometry | Pulse | ||||
| Actor COMP (edit) | COMP | Extend U | instancetexextendu | 22 | object | Menu | |||||
| Actor COMP (edit) | COMP | Extend V | instancetexextendv | 23 | object | Menu | |||||
| Actor COMP (edit) | COMP | Extend W | instancetexextendw | 24 | object | Menu | |||||
| Actor COMP (edit) | COMP | Extension | ext | Sequence of info for creating extensions on this component |
0 | object | Sequence | ||||
| Actor COMP (edit) | COMP | External .tox Path | externaltox | Path to a |
7 | geometry | File | ||||
| Actor COMP (edit) | COMP | Filter | instancetexfilter | 25 | object | Menu | |||||
| Actor COMP (edit) | COMP | First Row is | instancefirstrow | What to do with the first row of a table DAT when using DAT rows for Instance Count. |
4 | object | Menu | ||||
| Actor COMP (edit) | COMP | Flex Type | flextype | The type of dynamic Flex actor. |
0 | actorCOMP | Menu | ||||
| Actor COMP (edit) | COMP | Forces | forces | A list of local forces, meaning forces (ie. Force COMPs) that will only be applied to this actor. |
0 | actorCOMP | OBJ | ||||
| Actor COMP (edit) | COMP | Forward Direction | forwarddir | Sets which axis and direction is considered the forward direction. |
9 | object | Menu | ||||
| Actor COMP (edit) | COMP | Friction | friction | The kinetic friction of the actor. It is the resistance between two bodies rubbing/sliding. The overall friction is the product of the two bodies touching. For example, if one body has 0 friction and the other has 1, then the overall friction between the two bodies is 0. |
3 | actorCOMP | Float | ||||
| Actor COMP (edit) | COMP | G | instanceg | Select what data to apply to the diffuse color of the instances, use the drop-down menu on the right to easily select from the available options. These parameters will be combined/replaced with the SOPs 'Cd' attribute, as chosen by the Color Mode parameter. |
18 | object | StrMenu | ||||
| Actor COMP (edit) | COMP | Global OP Shortcut | opshortcut | Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut. |
0 | geometry | COMP | ||||
| Actor COMP (edit) | COMP | Gravitational Acceleration | gravity | Actor's local gravity in m/s^2. Will only be applied if the actor is not using the Bullet Solver COMP's global gravity ie. the "Use Global Gravity" parameter above is turned off. |
2 | actorCOMP | XYZ | ||||
| Actor COMP (edit) | COMP | Infinite Mass | infinitemass | Give the actor infinite mass. If the object is dynamic this will make it unmovable and static. Toggling infinite mass on or off will not require recreation of the collision shape, unlike changing the Kinematic State parameter. |
8 | actorCOMP | Toggle | ||||
| Actor COMP (edit) | COMP | Initialize Actor | initialize | Recreates the collision shapes for all the bodies in the Actor COMP. Also resets all velocities and position to their default state. Initialize Actor should be pulsed when any changes are made to the SOPs used for creating the collision shape, or for any changes to the instancing OP. |
0 | actorCOMP | Pulse | ||||
| Actor COMP (edit) | COMP | Instance Count Mode | instancecountmode | Two modes to determine how many instances will be created. |
1 | object | Menu | ||||
| Actor COMP (edit) | COMP | Instance Order | instanceorder | Sets how transforms are applied to the instances. |
9 | object | Menu | ||||
| Actor COMP (edit) | COMP | Instance Textures | instancetexs | Specify the paths one or more TOP containing the textures to use with the instances. Wildcards and pattern matching is supported. |
21 | object | TOP | ||||
| Actor COMP (edit) | COMP | Instancing | instancing | Turns on instancing for the Geometry Component. |
0 | object | Toggle | ||||
| Actor COMP (edit) | COMP | Internal OP | iop | Sequence header for internal operators. |
0 | panel | Sequence | ||||
| Actor COMP (edit) | COMP | Kinematic State | kinstate | The kinematic state defines the Actor COMPs ability to move from external forces. If an object is dynamic, then it is moveable in the simulation, but if it static then it is not. |
4 | actorCOMP | Menu | ||||
| Actor COMP (edit) | COMP | Light Mask | lightmask | By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used. |
5 | object | OBJ | ||||
| Actor COMP (edit) | COMP | Linear Velocity | linvel | The initial linear velocity of the actor in m/s. This parameter can also be used to modify an actor's linear velocity during a simulation. Additionally, it is used in conjunction with the "Cue Velocity" and "Cue Velocity Pulse" parameters. |
12 | actorCOMP | XYZ | ||||
| Actor COMP (edit) | COMP | 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. |
6 | geometry | Toggle | ||||
| Actor COMP (edit) | COMP | Look At | lookat | Allows you to orient this Component by naming another 3D Component you would like it to Look At, or point to. Once you have designated this Component to look at, it will continue to face that Component, even if you move it. This is useful if, for instance, you want a camera to follow another Component's movements. The Look At parameter points the Component in question at the other Component's origin.
|
8 | object | Object | ||||
| Actor COMP (edit) | COMP | Look At Up Vector | lookup | When specifying a Look At, it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat Component, for example, passes through the Y axis of the target Component.
|
10 | object | StrMenu | ||||
| Actor COMP (edit) | COMP | Mass | mass | The mass in kilograms of the actor. |
9 | actorCOMP | Float | ||||
| Actor COMP (edit) | COMP | Material | material | Selects a MAT to apply to the geometry inside. |
0 | object | MAT | ||||
| Actor COMP (edit) | COMP | Max Emission Particles | emitmax | Sets the maximum number of particles in the Actor COMP. Once this number is reached, emission will be done by recycling existing particles in the Actor COMP. |
4 | actorCOMP | Float | ||||
| Actor COMP (edit) | COMP | Name | ext0name | Optional name to search by, instead of the instance class name. |
1 | object | Str | ||||
| Actor COMP (edit) | COMP | Node View | 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.) |
0 | geometry | Menu | ||||
| Actor COMP (edit) | COMP | Num Instances | numinstances | When using the Manual mode for Instance Count, this parameter set the number of instances. |
2 | object | Int |