Expression | Summary | Used in Node | Channel |
---|---|---|---|
centroid(../node/…), D_X/Y/Z) | Bring mesh to a center of a selected node. | Transform | Translate |
$cex, $cey, $cez | Bring axis to center of a created mesh. | Transform | Pivot Transform |
360/(ch("ncy")-1) | When using Skin and Copy to Object for closing the mesh at the end this is the expression to use. | Copy and Transform | Rotate |
vector a = set(0,0,0); | |||
@N = normalize(a-@P); | Will point Normal invards if - value and if + value it will point Normals outwards. Good to use with Copy To Points node when certain objects needs to be pointed toward the center. | Attribute Wrangle | VEXpression |
bbox(0, D_XSIZE) | Setting up of Bounding Box | Group Create | Size |
360/$NYC | Used with CTP node and rotate channel to preserve degrees. | Copy to Points | Rotate |
vector a = set(0,0,0); | |||
@N = normalize(a-@P); | Circular inside spline direction. | Attribute Wrangle | |
vector center = getbbox_center(0); | |||
vector dir = normalize(@P - center); |
@N = dir; | Circular outside spline direction. | Attribute Wrangle | VEXpression | | v@flatnrm = @N; @flatnrm.y = 0; @flatnrm = normalize(@flatnrm);
v@right = cross({0, 1, 0}, @flatnrm); v@up = cross(@N, @right); | Splines and Curves direction of the Normals. | Attribute Wrangle | VEXpression | | float name = number; | | Attribute Wrangle | VEXpression | | int name = number; | | Attribute Wrangle | VEXpression | | vector name = number; | | Attribute Wrangle | VEXpression | | string name = number; | | Attribute Wrangle | VEXpression | | @attributname = number; | To create an attribute. | Attribute Wrangle | VEXpression | | [email protected] = 1; | Color diffuse value. | Attribute Wrangle | VEXpression | | [email protected] = 0; | | Attribute Wrangle | VEXpression | | [email protected] = 0; | | Attribute Wrangle | VEXpression | | v@P | Vector position. | | | | [email protected] | Y position of a vector. | | | | $YMIN or MAX | Jumps to min or max objects bounding box. | Various | Size | | f@pscale = rand(@ptnum); | Random Scale of objects | Attribute Wrangle | VEXpression | | Pw | Point weight expression for points curves. | Attribute Create | Name |
$FPS
Playback speed in frames per second (as set with the Playbar controls).
$FSTART
Frame number of the first frame of animation (as set with the Playbar controls). $NFRAMES (the number of frames in the animation) = $FEND - $FSTART + 1.
$FEND
Frame number of the last frame of animation (as set with the Playbar controls).
$F
The current frame, (as set with the Playbar controls). This is a very useful variable, especially for rendered picture filename numbering.
$FF
@Frame
Floating point frame number. See the note about $FF and $T at the top of this section.
$NFRAMES
Number of frames in the animation. $NFRAMES = $FEND - $FSTART + 1.
$RFSTART
Frame number of the first frame shown in the playbar. The playbar can show a subset of the total number of frames, allowing you to focus on a particular section of a long animation. $RFSTART and $RFEND control the subset of frames shown in the playbar.
$RFEND
Frame number of the last frame shown in the playbar.
$T