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TwistSpline Node

This node implements the TwistSpline, which is a dynamically re-parameterizing bezier spline that interpolates twist along its length.

This TwistSpline can have any number of Control Vertices, and each control vertex has an incoming and outgoing tangent. The incoming tangent is ignored for the first CV, and the outgoing tangent is ignored for the last CV.

The OutputSpline plug is a custom type specific to this set of nodes.

The per-CV plugs control how the spline behaves and reparameterizes. The ControlVertex plug recieves the worldpace position and orientation of the CV itself. The InTangent and OutTangent are world matrices that define the bezier tangent positions and orientations for this CV. ParamValue and ParamWeight are used as a pair. ParamValue is the parameter that the currentCV will have when ParamWeight is 1.0. If ParamWeight is 0.0, then the parameter of this CV will float between it's neighbor's parameters (as a percentage of the lengths of its neighboring bezier spline segments). The parameterization algorithm works as long as any paramWeight is greater than 0.

TwistValue and TwistWeight work in a similar way. Twists are interpolated between values that have weight, and skip those that don't. Because this is handled as an interpolated float value, twist behavior allows for arbitrary values, and can twist past 360deg multiple times along the spline.

UseOrient is the "weight" of the ControlVertex worldspace orientation as part of the twist. Because of the limitations of Matrices and Quaternions, you can never get more than a 180 degree twist using orient behavior and popping can occur if you're not careful.

DebugDisplay and DebugScale show the orientation frames calculated along the spline and control their size.

The twistMultipler plug exists for backwards compatibility with bug in earlier versions of the code. The old multi-node auto-tangent setup accidentally built a left-handed twist matrix, thus the twist values went the wrong way. The new single-node auto-tangent builds the correct matrices, and thus this multipler must be set to 1.0 in that case.

ScaleCompensation exists because each input parameter would need a multipler attached to it to allow uniform scaling without changing behavior. This plug and the one on the rider handles all of that internally.

Long Name (short name) Type Default
outputSpline (os) TwistSpline n/a
___The custom spline data output
outputNurbsCurve (onc) NurbsCurve n/a
___A Maya-native NURBS curve output. Note: It will reparameterize by length, but it will not include twist data
splineLength (sl) double 0.0
___The total length of the spline
scaleCompensation (sclcmp) double 1.0
___The overall scale of the spline. This is required to make riding/pinning/offsets work correctly
splineDisplay (sd) bool True
___Whether to draw the spline
debugDisplay (dd) bool False
___Whether to show the debug axes
debugScale (ds) double 1.0
___The size of the debug axes
twistMultiplier (tm) double -1.0
___A multiplier on top of the intput TwistValue inputs. Exists for backwards compatibility
vertexData (vd) compound n/a
___Inputs for all of the per-cv data
___inTangent (int) matrix Identity
______The bezier tangent pointing towards the start of the spline
___outTangent (ot) matrix Identity
______The bezier tangent pointing towards the end of the spline
___controlVertex (cv) matrix Identity
______The control vertex
___paramValue (pv) double 0.0
______The parameter value of this CV
___paramWeight (pw) double 0.0
______Whether to use the paramValue, or float
___twistValue (tv) double 0.0
______The twist value of this CV
___twistWeight (tw) double 0.0
______Whether to use the twist value, or interpolate
___useOrient (uo) double 0.0
______Whether to use the orientation of this CV as part of the twist

TwistMultiTangent Node

This node controls the behavior of all automatic bezier tangents for a control.

Long Name (short name) Type Default
vertData (vd) compound n/a
___ The input vertex user data
___vertMat (vm) matrix Identity
______ The Control Vertex world matrix input
___inParentInverseMatrix (ipim) matrix Identity
______ The parentInverseMatrix of the inTangent
___outParentInverseMatrix (opim) matrix Identity
______ The parentInverseMatrix of the outTangent
___twistParentInverseMatrix (tpim) matrix Identity
______ The parentInverseMatrix of the twist axis
___inTanWeight (itw) double 1.0
______The Length of the in auto tangent. A weight of 1 is 1/3 of the distance between the current and next CVs
___outTanWeight (otw) double 1.0
______The Length of the out auto tangent. A weight of 1 is 1/3 of the distance between the current and next CVs
___inSmooth (ism) double 1.0
______ Whether an automatic in tangent is smooth or linear
___outSmooth (osm) double 1.0
______ Whether an automatic out tangent is smooth or linear
___inAuto (iat) double 1.0
______ Whether or not the output is controlled automatically by the CVs
___outAuto (oat) double 1.0
______ Whether or not the output is controlled automatically by the CVs
___inTanMat (itm) matrix Identity
______ The worldspace rest position of the inTangent
___outTanMat (otm) matrix Identity
______ The worldspace rest position of the outTangent
startTension (st) double 2.0
___ How much the first tangent overshoots
endTension (et) double 2.0
___ How much the last tangent overshoots
maxVertices (mv) Int 999
___ The maximum number of vertices that will be calculated
closed (cl) Bool False
___ Whether or not the tangents behave as a closed loop
vertTans (vt) compound
___ The output tangent data
___inVertTan (ivt) double3 n/a
______ The output inTangent
______inVertTanX (ivx) double 0.0
_________ The output inTangent X component
______inVertTanY (ivy) double 0.0
_________ The output inTangent Y component
______inVertTanZ (ivz) double 0.0
_________ The output inTangent Z component
___outVertTan (ovt) double3 n/a
______ The output outTangent
______outVertTanX (ovx) double 0.0
_________ The output outTangent X component
______outVertTanY (ovy) double 0.0
_________ The output outTangent Y component
______outVertTanZ (ovz) double 0.0
_________ The output outTangent Z component
___inTanLen (itl) double 0.0
______ The computed length of the inTangent
___outTanLen (otl) double 0.0
______ The computed length of the outTangent
___twistUp (tu) double3 n/a
______ The direction of "up" for the twist axis
______twistUpX (tux) double 0.0
_________ The direction of "up" for the twist axis X component
______twistUpY (tuy) double 0.0
_________ The direction of "up" for the twist axis Y component
______twistUpZ (tuz) double 0.0
_________ The direction of "up" for the twist axis Z component
___twistMat (tm) matrix Identity
______ The matrix for the twist axis that will keep it aligned with the auto tangents

TwistTangent Node

THIS NODE IS DEPRECATED. YOU SHOULD SWITCH TO THE SINGLE-NODE TANGENT SETUP

This node Controls the behavior of a single bezier tangent control.

This node assumes the tangent being controlled is an outgoing tangent. So for incoming tangents, the "previous" and "next" cvs are swapped.

These nodes usually come in pairs. One for each twist spline segment. The in/out linear targets are connected in a cycle between them. Don't worry, it's not an actual cycle as the plugs aren't connected that way internally to the node.

Long Name (short name) Type Default
out (out) double3 n/a
___The final output from this node. Usually connected to a tangent input on a TwistSpline node
___outX (ox) double 0.0
______The output X component
___outY (oy) double 0.0
______The output Y component
___outZ (oz) double 0.0
______The output Z component
smoothTan (st) double3 n/a
___The pure smooth tangent in un-oriented CV space. Not affected by weight or auto
___smoothTanX (stx) double 0.0
______The smoothTangent X component
___smoothTanY (sty) double 0.0
______The smoothTangent Y component
___smoothTanZ (stz) double 0.0
______The smoothTangent Z component
outLinearTarget (lt) double3 n/a
___The target for next linear tangent
___outLinearTargetX (ltx) double 0.0
______The linearTarget X component
___outLinearTargetY (lty) double 0.0
______The linearTarget Y component
___outLinearTargetZ (ltz) double 0.0
______The linearTarget Z component
parentInverseMatrix (pim) matrix Identity
___The parent inverse matrix from the object connected to the output
inTangent (it) matrix Identity
___The user defined floating tangent matrix
previousVertex (pv) matrix Identity
___The CV that is on the opposite side of the current vertex
currentVertex (cv) matrix Identity
___The CV that this tangent is connect to
nextVertex (nv) matrix Identity
___The CV that this tangent points towards
inLinearTarget (nlt) double3 n/a
___Connect the outLinearTarget from another TwistTangent node controlling the same bezier segment here
___inLinearTargetX (nltx) double 0.0
______The linearTarget X component
___inLinearTargetY (nlty) double 0.0
______The linearTarget Y component
___inLinearTargetZ (nltz) double 0.0
______The linearTarget Z component
auto (a) double 1.0
___Whether or not the output is controlled automatically by the CVs
smooth (s) double 1.0
___Whether an automatic output is smooth or linear
weight (w) double 1.0
___The Length of the auto tangent. A weight of 1 is 1/3 of the distance between the current and next CVs

RiderConstraint Node

A node that gets transformations at a given parameters along the spline. Generally, you will make many rider objects, and skin your geometry to those riders.

This node contains many convenience options. Normalization allows easy 0 to 1 parameterization no matter the length of the spline (as a spline that is unpinned will default to parameterizing by length). The globalOffset and globalSpread parameters are common sliding options. And useCycle allows you to constrain in loops so any rider that goes past the end parameter will loop back to the beginning, and vice-versa.

The multiple spline inputs allows you to switch between controlling splines. For instance, you could build a second spline with extra controls as the need arose, and swap control of the riders to that new spline.

ScaleCompensation exists because each input parameter would need a multipler attached to it to allow uniform scaling without changing behavior. This plug and the one on the spline handles all of that internally.

Note: Despite its name, this isn't actually implemented as a constraint, but it behaves similarly.

Long Name (short name) Type Default
rotateOrder (ro) enum XYZ
___Enum of the rotation order standard to Maya
globalOffset (go) double 0.0
___A value added to all input parameters. This shifts everything connected to this constraint along the spline.
globalSpread (gs) double 1.0
___A value multiplied by all input parameters. This spreads everything out (happens before the offset)
scaleCompensation (sclcmp) double 1.0
___The overall scale of the spline. This is required to make riding/pinning/offsets work correctly
useCycle (uc) false
___Whether or not to cycle the parameters once they go past the end. If not, they extrapolate linearly.
normalize (n) boolen True
___If true, then the input parameters are remapped so that (0, normValue) maps to (0, restLength) of the spline
normValue (nv) double 1.0
___The remapped maximum value when normalizing
inputSplines (is) compound n/a
___The group that is a spline and its corresponding weight.
___spline (s)
______An input spline
___weight (w) double 1.0
______The constraint weight of that spline
params (ps)
___The parameters for the constraints, and their parent inverse matrices
___param (p) double 0.0
______The parameter where an object will stick to the spline.
___parentInverseMatrix (pim) matrix identity
______The parentInverseMatrix of the object sticking to the spline
outputs (out)
___translate (t) double3 n/a
______The output translation
______translateX (tx) double 0.0
_________The output translation X Component
______translateY (ty) double 0.0
_________The output translation Y Component
______translateZ (tz) double 0.0
_________The output translation Z Component
___rotate (rot) double3 n/a
______The output rotation
______rotateX (rotx) angle 0.0
_________The output rotation X Component
______rotateY (roty) angle 0.0
_________The output rotation Y Component
______rotateZ (rotz) angle 0.0
_________The output rotation Z Component
___scale (scl) double3 n/a
______The output scale
______scaleX (sclx) double 0.0
_________The output scale X Component
______scaleY (scly) double 0.0
_________The output scale Y Component
______scaleZ (sclz) double 0.0
_________The output scale Z Component