Difference between revisions of "Experimental:FBX COMP"

From TouchDesigner Documentation
Jump to: navigation, search
Line 29: Line 29:
 
|parOrder=0
 
|parOrder=0
 
|parSummary=The FBX file to import.
 
|parSummary=The FBX file to import.
 +
|parItems=}}
 +
    {{Parameter
 +
|opFamily=COMP
 +
|opType=fbxCOMP
 +
|parLabel=Reload File
 +
|parName=reload
 +
|parType=button
 +
|parReadOnly=False
 +
|parOrder=7
 +
|parSummary=A pulse to reload the contents of the assets from the file without making any changes to the existing network.
 
|parItems=}}
 
|parItems=}}
 
     {{Parameter
 
     {{Parameter

Revision as of 18:20, 22 February 2019

Summary
[edit]

The FBX COMP imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others The FBX COMP currently uses the 2017.1 version of the FBX SDK.

FBX is a file format and set of libraries from Autodesk that is used to exchange models, animations and image/texture data between applications. The FBX COMP reads FBX files and supports most of its features. You can drag-drop a .fbx into a TouchDesigner network, or import it via the FBX File parameter. See also File Types.

The assets from the FBX file are saved into a ".tdc" file with the same name as the FBX file inside the TDImportCache, which is created next to your toe file. Assets are read from the ".tdc" file using Import Select OPs (Import Select TOP/SOP/CHOP). Upon reloading a toe file, the assets can be imported directly from the ".tdc" cache, and so the FBX file will not need to be reimported. However, if there is no existing ".tdc" (for instance, if the toe file changed computers) then the FBX file will be reopened to grab the assets and a new ".tdc" will be saved out.

See also: FBX, Import Select CHOP, Import Select TOP, Import Select SOP.

PythonIcon.pngfbxCOMP_Class


Parameters - FBX Page

NOTE: changes to any of the below parameters aren’t applied until the FBX File is rebuilt, either through Build Network or Update.

FBX File file - The FBX file to import.  

Reload File reload - A pulse to reload the contents of the assets from the file without making any changes to the existing network.  

Lights lights - When enabled the FBX COMP will import any lights within the FBX File.  

Cameras cameras - When enabled the FBX COMP will import any cameras within the FBX File.  

Generate Actor COMPs genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs.  

Merge Geos mergegeos - When enabled the FBX COMP will merge Geometry COMPs. Geometry COMPs are merged if they have only default parameters except transform. Or if they have the same material then their Import Select SOPs will be merged.  

Merge Level mergelevel - When enabled the FBX COMP will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX COMP). If its level is higher than the merge level and it is mergeable then it will be merged upward.  

Primitive Groups primgroups - When enabled the FBX COMP will put each merged SOP into its own primitive group, so that they can be split up later if need be.  

Max Wired Children maxwiredchildren - When this is enabled, any COMPs that have more wired children than this parameter will have those wired children will be converted to children of the COMP.  

Build Network buildnetwork - Performs a clean import of the FBX file. Builds the network from the imported file with the above parameters. If there are any nodes inside the FBX COMP they will be removed prior to importing.  

Keep Parameters keepparams - When enabled, any parameter conflicts will be resolved in favour of user changes. When disabled, any user changes to parameters may be overwritten.  

Keep Connections keepconnections - When enabled, any wirings/connections conflicts will be resolved in favour of user changes. When disabled, any user changes to wirings/connections may be overwritten.  

Update update - Imports the FBX file with the above parameters and with the above merge conditions and merges it with what is currently inside the FBX COMP, therefore maintaining your changes. This parameter should be used if the FBX file is modified and those changes need to be reflected in TouchDesigner/  


Parameters - Play Page

Animation animation -  

Shift Animation Start shiftanimationstart -   Sample Rate Mode sampleratemode - -

  • File FPS filefps -
  • Custom custom -

Sample Rate samplerate -   Play Mode playmode - -

  • Locked to Timeline lockedtotimeline -
  • Specify Index specifyindex -
  • Sequential sequential -

Index index -   Index Unit indexunit - -

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Play play -   Speed speed -   Trim trim -   Trim Start tstart -   Trim Start Unit tstartunit - -

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Trim End tend -   Trim End Unit tendunit - -

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Cue cue -   Cue Pulse cuepulse -   Cue Point cuepoint -   Cue Point Unit cuepointunit - -

  • Frames frames -
  • Seconds seconds -
  • Fraction fraction -
  • Index indices -

Extend Left textendleft - -

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -

Extend Right textendright - -

  • Hold hold -
  • Cycle cycle -
  • Mirror mirror -

Parameters - Xform Page

The Xform parameter page controls the object component's transform in world space.

Transform Order xord - - The menu attached to this parameter allows you to specify the order in which the changes to your Component will take place. Changing the Transform order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order rord - - The rotational matrix presented when you click on this option allows you to set the transform order for the Component's rotations. As with transform order (above), changing the order in which the Component's rotations take place will alter the Component's final position. A Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx

  • Rx Ry Rz xyz - R = Rz * Ry * Rx
  • Rx Rz Ry xzy - R = Ry * Rz * Rx
  • Ry Rx Rz yxz - R = Rz * Rx * Ry
  • Ry Rz Rx yzx - R = Rx * Rz * Ry
  • Rz Rx Ry zxy - R = Ry * Rx * Rz
  • Rz Ry Rx zyx - R = Rx * Ry * Rz

Translate t - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X tx -
  • Y ty -
  • Z tz -

Rotate r - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X rx -
  • Y ry -
  • Z rz -

Scale s - - The three fields allow you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the Component in the Viewport with the Select & Transform state.

  • X sx -
  • Y sy -
  • Z sz -

Pivot p - - The Pivot point edit fields allow you to define the point about which a Component scales and rotates. Altering the pivot point of a Component produces different results depending on the transformation performed on the Component.

For example, during a scaling operation, if the pivot point of an Component is located at -1, -1, 0 and you wanted to scale the Component by 0.5 (reduce its size by 50%), the Component would scale toward the pivot point and appear to slide down and to the left.

Objects17.gif

In the example above, rotations performed on an Component with different pivot points produce very different results.

  • X px -
  • Y py -
  • Z pz -

Uniform Scale scale - This field allows you to change the size of an Component uniformly along the three axes.

Note: Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.

 

Constrain To constrain - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.  

Look At lookat - Allows you to orient your Component by naming the 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.

Tip: To designate a center of interest for the camera that doesn't appear in your scene, create a Null Component and disable its display flag. Then Parent the Camera to the newly created Null Component, and tell the camera to look at this Component using the Look At parameter. You can direct the attention of the camera by moving the Null Component with the Select state. If you want to see both the camera and the Null Component, enable the Null Component's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.

 

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 passes through the Y axis of the target Component.

  • Don't Use Up Vector - Use this option if the look at Component does not pass through the Y axis of the target Component.
  • Use Up Vector - This precisely defines the rotates on the Component doing the looking. The Up Vector specified should not be parallel to the look at direction. See Up Vector below.
  • Use Quaternions - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.

 

Path SOP pathsop - Names the SOP that functions as the path you want this Component to move along. For instance, you can name an SOP that provides a spline path for the camera to follow.

Production Tip: For Smooth Motion Along a Path - Having a Component follow an animation path is simple. However, when using a NURBS curve as your path, you might notice that the Component speeds up and slows down unexpectedly as it travels along the path. This is usually because the CVs are spaced unevenly. In such a case, use the Resample SOP to redistribute the CVs so that they are evenly spaced along the curve. A caution however - using a Resample SOP can be slow if you have an animating path curve.

An alternative method is to append a Basis SOP to the path curve and change it to a Uniform Curve. This way, your Component will move uniformly down the curve, and there is no need for the Resample SOP and the unnecessary points it generates.  

Roll roll - Using the angle control you can specify a Component's rotation as it animates along the path.  

Position pos - This parameter lets you specify the Position of the Component along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple "passes" along the path.  

Orient along Path pathorient - If this option is selected, the Component will be oriented along the path. The positive Z axis of the Component will be pointing down the path.  

Orient Up Vector up - - When orienting a Component, the Up Vector is used to determine where the positive Y axis points.

  • X upx -
  • Y upy -
  • Z upz -

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 0.  

Parameters - Pre-Xform Page

The Pre-Xform parameter page applies a transform to the object component before the Xform page's parameters are applied. That is, it is the same as connecting a Null COMP as a parent of this node, and putting same transform parameters in there as you would in the Pre-Xform page. In terms of matrix math, if we use the 'multiply vector on the right' (column vector) convention, the equation would be preXForm * xform * vector.

Apply Pre-Transform pxform - Enables the transformation on this page.  

Transform Order pxord - - Refer to the documentation on Xform page for more information.

  • Scale Rotate Translate srt -
  • Scale Translate Rotate str -
  • Rotate Scale Translate rst -
  • Rotate Translate Scale rts -
  • Translate Scale Rotate tsr -
  • Translate Rotate Scale trs -

Rotate Order prord - - Refer to the documentation on Xform page for more information.

  • Rx Ry Rz xyz -
  • Rx Rz Ry xzy -
  • Ry Rx Rz yxz -
  • Ry Rz Rx yzx -
  • Rz Rx Ry zxy -
  • Rz Ry Rx zyx -

Translate pt - - Refer to the documentation on Xform page for more information.

  • X ptx -
  • Y pty -
  • Z ptz -

Rotate pr - - Refer to the documentation on Xform page for more information.

  • X prx -
  • Y pry -
  • Z prz -

Scale ps - - Refer to the documentation on Xform page for more information.

  • X psx -
  • Y psy -
  • Z psz -

Pivot pp - - Refer to the documentation on Xform page for more information.

  • X ppx -
  • Y ppy -
  • Z ppz -

Uniform Scale pscale - Refer to the documentation on Xform page for more information.  

Reset Transform preset - This button will reset this page's transform so it has no translate/rotate/scale.  

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.  

Xform Matrix/CHOP/DAT xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page.  

Parameters - Render Page

The Display parameter page controls the component's material and rendering settings.

Material material - Selects a MAT to apply to the geometry inside.  

Render render - Whether the Component's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the Component's Render Flag.  

Draw Priority drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.  

Pick Priority pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.  

Wireframe Color wcolor - - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.

  • Red wcolorr -
  • Green wcolorg -
  • Blue wcolorb -

Light Mask lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parmaeter 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.  

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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

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: n.Somefunction vs n.ext.Somefunction  

Re-Init Extensions reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.   COMP Filter Common PageTouchDesigner Build:

COMPs
Experimental:Actor • Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Experimental:Button • Camera Blend • Camera • Component • Constraint • Container • Experimental:Container • Experimental:Engine • Environment Light • FBX • Field • Experimental:Field • Force • Geometry • Experimental:Geometry • Handle • Impulse Force • Light • List • Experimental:List • Null • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

An Operator Family which operate on Channels (a series of numbers) which are used for animation, audio, mathematics, simulation, logic, UI construction, and many other applications.

A surface type in SOPs including polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other shapes like sphere, tube, and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.

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.

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 frame rate that TouchDesigner's Timeline uses. Equal to the Frames per Second value project.cookRate.

The panel at the bottom of TouchDesigner, it controls the current Time of the full system or just one component.

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 via python is via the .pulse() function on a pulse-type parameter, such as Reset in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel.

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.

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

The location of an operator within the TouchDesigner environment, for example, /geo1/torus1, a node called torus1 in a component called geo1. The path / is called Root. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.

An Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a command Script, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

Any component can be extended with its own Python classes which contain python functions and data.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.