GeoXformPrim
The GeoXformPrim node allows you to create and edit Xform prims in your USD stage.
The Create mode allows you to create a new Xform in your stages scene graph hierarchy, for easier transformation of a group of prims.
Switching to Edit mode allows you to set the Path knob to an Xform that already exists in your scene graph and to directly edit its transformation values.
• In the Mode dropdown, choose between Create and Edit.
• Using the Path knob, you can then either create a new path, or select an existing path.
• With Create Missing Parents, Xforms can be used to parent other geo.
• At the bottom of the panel, there are a variety of transformation options.
Inputs and Controls
Connection Type |
Connection Name |
Function |
Input |
axis |
An optional Axis node input. This links the position, rotation, scale, and skew of the transformed 3D object(s) to the Axis node, so that the transformation controls on the Axis node override the corresponding controls on the GeoXform node. If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object. |
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
GeoXformPrim |
|||
Mode | mode | Create | Create mode allows you to create a new Xform in your stages scene graph hierarchy. Edit mode allows you to set the Path knob to an Xform that already exists in your scene graph and to directly edit its transformation values. |
Path |
prim_path |
{nodename} |
The root path of the new object. Path defaults to {nodename}. |
Create Missing Parents |
parent_type |
Xform |
Sets the type of prim to create if there are missing ancestors in the path. |
Prim Transform Order | xform_op_order | Prepend |
Determines when transforms should be applied to the objects specified in the Path: • Prepend - applies the transforms from this node before any other transforms applied to the object. • Append - applies the transforms from this node after any other transforms applied to the object. |
Primitive Attributes | |||
Kind |
kind |
group |
Sets the Kind associated with this object. Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline. The model option is valid, but should not be used in most cases: • model - the root prim in the scene, which is a superclass of group and component. • assembly - used to denote an important group in the scene. • group - a container for other kinds. • component - a leaf kind, which cannot contain other kinds apart from subcomponents. • subcomponent - a special leaf kind for use in components. |
Purpose |
purpose |
default |
Sets the object’s purpose, which can be used to control how a scene is rendered: • default - the object has no particular purpose and is rendered by default. • render - the object is the full resolution version for use when rendering the scene. • proxy - the object is a proxy version used for test purposes, which can be a lower resolution to decrease render times. • guide - the object is not rendered, but is visible in the Viewer for reference. Note: The render, proxy, and guide purposes are only displayed in the 3D Viewer when they are enabled in the Viewer Properties in the 3D tab. |
Visibility |
visibility |
inherited |
Controls whether the object and its descendants are visible in the scene. Making objects invisible can increase scene performance. • inherited - the object's visibility is controlled by its parent. • invisible - the object and its descendants are invisible in the scene. |
Display | |||
Display Color | display_color | 1 | Sets the color applied to the faces of the object. You can use the sliders, color picker, or colorwheel to select the required color. |
Display Opacity | display_opacity | 1 | Sets the opacity applied to the faces of the object, where 1 is fully opaque and 0 is fully transparent. |
Transform |
|||
Snap | geosnap_operation | N/A |
Choose what a selection in the Viewer or pivot point is snapped to in the Viewer: • Geo to • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
Skew |
skew |
0, 0, 0 |
Lets you skew the object on the x, y, and z axes. |
Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
Pivot Rotate |
pivot_rotate |
0, 0, 0 |
|
Local Matrix |
|||
Specify Matrix |
use_matrix |
off |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
Matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |