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