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Houdini vex
Houdini vex











houdini vex

Returns the number of transforms in an agent primitive’s rig. Returns the parent transform of a transform in an agent primitive’s rig.Īpplies a full-body inverse kinematics algorithm to an agent’s skeleton. Returns the child transforms of a transform in an agent primitive’s rig.įinds the index of a transform in an agent primitive’s rig.įinds the index of a channel in an agent primitive’s rig. Returns the world space rest transform for an agent primitive’s joint. Returns the local space rest transform for an agent primitive’s joint. Returns the agent definition’s metadata dictionary. Returns the current local space transforms of an agent primitive. Returns the current local space transform of an agent primitive’s bone. Returns the names of the shapes referenced by an agent primitive’s layer. Returns all of the layers that have been loaded for an agent primitive. Returns the transform that each shape in an agent’s layer is bound to. Returns the names of an agent primitive’s current layers.įinds the index of a clip in an agent’s definition.įinds the index of a layer in an agent’s definition.įinds the index of a transform group in an agent’s definition. Returns the name of the current layer of an agent primitive. Returns the names of an agent primitive’s collision layers. Returns the name of the collision layer of an agent primitive. Returns the blend weights for an agent primitive’s animation clips. Returns the transform groups for an agent primitive’s current animation clips. Returns the current times for an agent primitive’s animation clips. Returns the start time (in seconds) of an agent’s animation clip. Returns the sample rate of an agent’s animation clip. Samples an agent’s animation clip at a specific time. Samples a channel of an agent’s clip at a specific time. Returns an agent primitive’s current animation clips. Returns the length (in seconds) of an agent’s animation clip. Returns the names of the channels in an agent’s animation clip.īlends values according to an agent’s animation layers. Returns all of the animation clips that have been loaded for an agent primitive.įinds the index of a channel in an agent’s animation clip. Returns the current values of an agent primitive’s channels. Returns the current value of an agent primitive’s channel.

houdini vex houdini vex

Returns the names of the channels in an agent primitive’s rig. Returns the number of channels in an agent primitive’s rig.

houdini vex

Returns the inverse cosine of the argument.Īdds a primitive attribute to a geometry.Īdds a mapping for an attribute to a local variable.Īdds a vertex to a primitive in a geometry.Īppends to a geometry’s visualizer detail attribute. Returns the absolute value of the argument. Returns the derivative of the given value with respect to the 3rd axis (for volume rendering). Returns the derivative of the given value with respect to V. Returns the derivative of the given value with respect to U. Unlike other VEX contexts which provide global variables and special functions related to the purpose of the context (such as channel query functions in the chop context), the CVEX context is designed for hosting generic, low-level programs, so it provides only the generic functions common to all contexts, and no special pre-defined global variables. The fur node reads back the modified values and uses them to generate curves. The fur node initializes parameter values in the context and then the CVEX program can manipulate them. These VEX programs run in a generic “CVEX” context.įor example, rather than provide hundreds of parameters on the fur nodes to provide complete control over texture maps, noise, etc., the fur nodes let you use CVEX shaders to customize the node behavior using VEX code. Some nodes let you customize their behavior by writing snippets of VEX to manipulate data, giving great flexibility. Geometry gets built and passed out of the procedural to the cvex program which processes the geometry then returns the result back to the procedural. CVEX is an actual program written in VEX or built with VOP networks usually by the TD/Artist that gets called by a run-time procedural written in c++ by a developer utilizing the HDK. CVEX is a TD/Artist VEX/VOP front end built in to specific render time procedurals by the developer of that render procedural.













Houdini vex