{
  "id": "fbx",
  "name": "FBX",
  "displayName": "FBX",
  "category": "COMP",
  "subcategory": "Components",
  "version": "",
  "lastUpdated": "2025-08-08T00:37:43.340Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\FBX_COMP.htm",
  "url": "",
  "description": "The FBX COMP imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others.\nThe FBX COMP currently uses the 2019.0 version of the FBX SDK.",
  "summary": "The FBX COMP imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others.\nThe FBX COMP currently uses the 2019.0 version of the FBX SDK.",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
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      "id": null,
      "name": "FBX File",
      "label": "FBX File",
      "group": "General",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe FBX  imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others.\nThe FBX  currently uses the 2019.0 version of the FBX SDK.\nFBX is a file format and set of libraries from Autodesk that is used to exchange models, animations and image/texture data between applications. The FBX  reads FBX files and supports most of its features. You can drag-drop a .fbx into a TouchDesigner network or import it via the File > Import File... menu. The FBX  can also import meshes from .obj and .4ds files, see also File Types.\nThe assets from the FBX file are saved into a \".tdc\" file with the same name as the FBX file inside the TDImportCache folder, which is created next to your  file. Assets are read from the \".tdc\" file using Import Select OPs (Import Select TOP / Import Select SOP / Import Select CHOP). Upon reloading a  file, the assets can be imported directly from the \".tdc\" cache, and the FBX file will not need to be re-imported. However, if there is no existing \".tdc\" (for instance, if the toe file changed computers) then the FBX file will be reopened to grab the assets and a new \".tdc\" will be saved out.\nTo open an FBX file in an FBX :\n1) Specify a valid file path in the \"FBX File\" parameter, including the name of the file with correct .fbx extension.\n2) This step is varied depending on whether the FBX  is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then simply press the \"Import\" button to generate the FBX network and import the assets. Note that we recommend changing the \"Import Method\" to to other modes (less work) can significantly improve performance. Generally, any changes in the parameters above the \"Import\" button requires the network to be built again.\n3) With the \"Import Method\" menu set to \"Merge with Existing\", the \"Import\" pulse will reload the internal assets (e.g. meshes, etc.) and this is specifically useful if the file has moved to another location and when the  file is opened the assets were not found and reloaded properly.\n4) With the \"Import Method\" menu set to \"Import Assets (Import Selects)\", the \"Import\" button is used when some changes on FBX file are made and we want to merge those changes into the current network without fully rebuilding it.\nAnimation channels: When there is animation in the FBX file, use the controls on the Play page to initialize, start and guide the animation. Also create an Info CHOP and attach it to the FBX  to watch its animation timing. The Info  channels are similar to those of the Timer CHOP.\nTextures: Textures can either be embedded within the FBX file or external and referenced by a path to a texture file. For example, Blender has an option during FBX export to embed, otherwise they'll be external. If they're external then they may be exported with an absolute path to the texture file, which means if you move the FBX file to a different machine or relocate the file, then the textures will fail to load. In this case, if you are unable to re-export to embed the textures, then you can instead specify a search directory using the Texture Directory parameter so that the FBX  knows where to locate the texture files at import.\nSee also: FBX, Import Select CHOP, Import Select TOP, Import Select SOP, USD COMP\nfbxCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\nNOTE: changes to any of the below parameters aren’t applied until the FBX File is rebuilt, either through \"Build \" or \"Update\".\n\n  file - The FBX file to import.\n\n\n\n  importmethod -  - Determines what to do when clicking the 'Import' button below.\n\n full - Fully rebuilds the network inside the FBX  and reloads the assets from the FBX file. merge - Merges any changes in the FBX file with the existing contents of the FBX . reload - Assets that are loaded into Import Select operators (geos, textures, animations) are reloaded into the existing FBX 's network from the FBX file.\n\t\t\n  imp - A pulse to import the contents based on the setting in the 'Import Method' parameter above.\n\n\n\n  importscale - Scales the imported geometry as a multipier.\n\n\n\n  texdir - Specifies an additional search location for external texture files if they can't be found at the default location specified inside the FBX file.\n\n\n\n  lights - When enabled the FBX  will import any lights within the FBX File.\n\n\n\n  cameras - When enabled the FBX  will import any cameras within the FBX File.\n\n\n\n  genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs. This is useful for working with Bullet Dynamics systems with your imported geometry.\n\n\n\n  mergegeo - When enabled the FBX  will merge Geometry COMPs. Geometry COMPs are merged if they have only default parameters except transform. If they have the same material then their Import Select SOPs will be merged.\n\n\n\n  mergelevel - When enabled the FBX  will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX ). If its level is higher than the merge level and it is mergeable then it will be merged upward.\n\n\n\n  primgroups - When enabled the FBX  will put each merged  into its own primitive group, so that they can be split up later if need be.\n\n\n\n  maxwiredchildren - Any COMPs that have more wired children than this parameter will have those wired children converted to internal children of the . This maintains parenting but can cleanup networks.\n\n\n\n  gpudirect - Load the geometry directly to the .\n\n\n\n  keepparams - When enabled, any parameter conflicts during update will keep the user changes. When disabled, any user changes to parameters may be overwritten.\n\n\n\n  keepconnections - When enabled, any wiring/connection conflicts during update will keep the user changes. When disabled, any user changes to wiring/connections may be overwritten.\n\n\n\n  callbacks - The Callbacks  will execute during import or update allowing for modification and customization of the imported operators and resulting network.\n\n\n\n\n\nThis page includes the animation controls parameters of FBX within TouchDesigner.\n\n  animation - Specifies the animation name (if any is specified) to playback from the imported FBX.\n\n\n\n  shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.\n\n\n\n  sampleratemode -  - Select between using the 'File ' embedded in the FBX file or setting a 'Custom' sample rate.\n\n filefps - custom -\n\n  samplerate - Set the sample rate when the \" Mode\" parameter above is set to 'Custom'.\n\n\n\n  playmode -  - A menu to specify the method used to play the animation.\n\n lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue , are disabled in this mode since the timeline is directly tied to animation position. specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation. sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue  parameters below are enabled to allow some control. The default is set to this value.\n\n  initialize - Resets the animation to its initial state.\n\n\n\n  start - Resets the animation to its initial state and starts playback.\n\n\n\n  cue - Jumps to and holds at the Cue  when set to 1. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepulse - Jumps to the Cue  when pulsed. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.\n\n\n\n  cuepointunit -  - Select what type of unit to specify the Cue  with.\n\n frames - seconds - fraction - indices -\n\n  play - Animation plays when On and stops when Off. This animation playback control is only available when Play Mode is Sequential.\n\n\n\n  index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage)\n\n\n\n  indexunit -  - \n\n frames - seconds - fraction - indices -\n\n  speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play backwards.\n\n\n\n  trim - A toggle to enable the Trim Start and Trim End parameters.\n\n\n\n  tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tstartunit -  - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tendunit -  - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  textendleft -  - Determines how the animation behaves before the start of the animation (or Trim Start position if it is used).\n\n hold - cycle - mirror -\n\n  textendright -  - Determines how the animation behaves after the end of the animation (or Trim End position if it is used).\n\n hold - cycle - mirror -\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member.  Example:  n.Somefunction vs n.ext.Somefunction\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the FBX  can be accessed via an Info CHOP.\n\n\n - - - - - - - - - - - - - - - - - - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2022.241402021.100002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nEvery component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nA surface type in SOPs that includes polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other basic shapes like sphere, tube and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nThe panel at the bottom of TouchDesigner, it controls the current global looping Time your TouchDesigner project, or of just one component.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. 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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe FBX  imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others.\nThe FBX  currently uses the 2019.0 version of the FBX SDK.\nFBX is a file format and set of libraries from Autodesk that is used to exchange models, animations and image/texture data between applications. The FBX  reads FBX files and supports most of its features. You can drag-drop a .fbx into a TouchDesigner network or import it via the File > Import File... menu. The FBX  can also import meshes from .obj and .4ds files, see also File Types.\nThe assets from the FBX file are saved into a \".tdc\" file with the same name as the FBX file inside the TDImportCache folder, which is created next to your  file. Assets are read from the \".tdc\" file using Import Select OPs (Import Select TOP / Import Select SOP / Import Select CHOP). Upon reloading a  file, the assets can be imported directly from the \".tdc\" cache, and the FBX file will not need to be re-imported. However, if there is no existing \".tdc\" (for instance, if the toe file changed computers) then the FBX file will be reopened to grab the assets and a new \".tdc\" will be saved out.\nTo open an FBX file in an FBX :\n1) Specify a valid file path in the \"FBX File\" parameter, including the name of the file with correct .fbx extension.\n2) This step is varied depending on whether the FBX  is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then simply press the \"Import\" button to generate the FBX network and import the assets. Note that we recommend changing the \"Import Method\" to to other modes (less work) can significantly improve performance. Generally, any changes in the parameters above the \"Import\" button requires the network to be built again.\n3) With the \"Import Method\" menu set to \"Merge with Existing\", the \"Import\" pulse will reload the internal assets (e.g. meshes, etc.) and this is specifically useful if the file has moved to another location and when the  file is opened the assets were not found and reloaded properly.\n4) With the \"Import Method\" menu set to \"Import Assets (Import Selects)\", the \"Import\" button is used when some changes on FBX file are made and we want to merge those changes into the current network without fully rebuilding it.\nAnimation channels: When there is animation in the FBX file, use the controls on the Play page to initialize, start and guide the animation. Also create an Info CHOP and attach it to the FBX  to watch its animation timing. The Info  channels are similar to those of the Timer CHOP.\nTextures: Textures can either be embedded within the FBX file or external and referenced by a path to a texture file. For example, Blender has an option during FBX export to embed, otherwise they'll be external. If they're external then they may be exported with an absolute path to the texture file, which means if you move the FBX file to a different machine or relocate the file, then the textures will fail to load. In this case, if you are unable to re-export to embed the textures, then you can instead specify a search directory using the Texture Directory parameter so that the FBX  knows where to locate the texture files at import.\nSee also: FBX, Import Select CHOP, Import Select TOP, Import Select SOP, USD COMP\nfbxCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\nNOTE: changes to any of the below parameters aren’t applied until the FBX File is rebuilt, either through \"Build \" or \"Update\".\n\n  file - The FBX file to import.\n\n\n\n  importmethod -  - Determines what to do when clicking the 'Import' button below.\n\n full - Fully rebuilds the network inside the FBX  and reloads the assets from the FBX file. merge - Merges any changes in the FBX file with the existing contents of the FBX . reload - Assets that are loaded into Import Select operators (geos, textures, animations) are reloaded into the existing FBX 's network from the FBX file.\n\t\t\n  imp - A pulse to import the contents based on the setting in the 'Import Method' parameter above.\n\n\n\n  importscale - Scales the imported geometry as a multipier.\n\n\n\n  texdir - Specifies an additional search location for external texture files if they can't be found at the default location specified inside the FBX file.\n\n\n\n  lights - When enabled the FBX  will import any lights within the FBX File.\n\n\n\n  cameras - When enabled the FBX  will import any cameras within the FBX File.\n\n\n\n  genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs. This is useful for working with Bullet Dynamics systems with your imported geometry.\n\n\n\n  mergegeo - When enabled the FBX  will merge Geometry COMPs. Geometry COMPs are merged if they have only default parameters except transform. If they have the same material then their Import Select SOPs will be merged.\n\n\n\n  mergelevel - When enabled the FBX  will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX ). If its level is higher than the merge level and it is mergeable then it will be merged upward.\n\n\n\n  primgroups - When enabled the FBX  will put each merged  into its own primitive group, so that they can be split up later if need be.\n\n\n\n  maxwiredchildren - Any COMPs that have more wired children than this parameter will have those wired children converted to internal children of the . This maintains parenting but can cleanup networks.\n\n\n\n  gpudirect - Load the geometry directly to the .\n\n\n\n  keepparams - When enabled, any parameter conflicts during update will keep the user changes. When disabled, any user changes to parameters may be overwritten.\n\n\n\n  keepconnections - When enabled, any wiring/connection conflicts during update will keep the user changes. When disabled, any user changes to wiring/connections may be overwritten.\n\n\n\n  callbacks - The Callbacks  will execute during import or update allowing for modification and customization of the imported operators and resulting network.\n\n\n\n\n\nThis page includes the animation controls parameters of FBX within TouchDesigner.\n\n  animation - Specifies the animation name (if any is specified) to playback from the imported FBX.\n\n\n\n  shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.\n\n\n\n  sampleratemode -  - Select between using the 'File ' embedded in the FBX file or setting a 'Custom' sample rate.\n\n filefps - custom -\n\n  samplerate - Set the sample rate when the \" Mode\" parameter above is set to 'Custom'.\n\n\n\n  playmode -  - A menu to specify the method used to play the animation.\n\n lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue , are disabled in this mode since the timeline is directly tied to animation position. specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation. sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue  parameters below are enabled to allow some control. The default is set to this value.\n\n  initialize - Resets the animation to its initial state.\n\n\n\n  start - Resets the animation to its initial state and starts playback.\n\n\n\n  cue - Jumps to and holds at the Cue  when set to 1. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepulse - Jumps to the Cue  when pulsed. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.\n\n\n\n  cuepointunit -  - Select what type of unit to specify the Cue  with.\n\n frames - seconds - fraction - indices -\n\n  play - Animation plays when On and stops when Off. This animation playback control is only available when Play Mode is Sequential.\n\n\n\n  index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage)\n\n\n\n  indexunit -  - \n\n frames - seconds - fraction - indices -\n\n  speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play backwards.\n\n\n\n  trim - A toggle to enable the Trim Start and Trim End parameters.\n\n\n\n  tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tstartunit -  - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tendunit -  - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  textendleft -  - Determines how the animation behaves before the start of the animation (or Trim Start position if it is used).\n\n hold - cycle - mirror -\n\n  textendright -  - Determines how the animation behaves after the end of the animation (or Trim End position if it is used).\n\n hold - cycle - mirror -\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member.  Example:  n.Somefunction vs n.ext.Somefunction\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the FBX  can be accessed via an Info CHOP.\n\n\n - - - - - - - - - - - - - - - - - - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2022.241402021.100002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nEvery component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nA surface type in SOPs that includes polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other basic shapes like sphere, tube and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nThe panel at the bottom of TouchDesigner, it controls the current global looping Time your TouchDesigner project, or of just one component.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=FBX_COMP&oldid=30696\"\n\t\tCategory: COMPs",
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      "description": "The FBX  imports geometry, animations and scenes using the FBX file format from Maya, 3DS Max, Cinema4D, Houdini and others.\nThe FBX  currently uses the 2019.0 version of the FBX SDK.\nFBX is a file format and set of libraries from Autodesk that is used to exchange models, animations and image/texture data between applications. The FBX  reads FBX files and supports most of its features. You can drag-drop a .fbx into a TouchDesigner network or import it via the File > Import File... menu. The FBX  can also import meshes from .obj and .4ds files, see also File Types.\nThe assets from the FBX file are saved into a \".tdc\" file with the same name as the FBX file inside the TDImportCache folder, which is created next to your  file. Assets are read from the \".tdc\" file using Import Select OPs (Import Select TOP / Import Select SOP / Import Select CHOP). Upon reloading a  file, the assets can be imported directly from the \".tdc\" cache, and the FBX file will not need to be re-imported. However, if there is no existing \".tdc\" (for instance, if the toe file changed computers) then the FBX file will be reopened to grab the assets and a new \".tdc\" will be saved out.\nTo open an FBX file in an FBX :\n1) Specify a valid file path in the \"FBX File\" parameter, including the name of the file with correct .fbx extension.\n2) This step is varied depending on whether the FBX  is just created and if any changes in the default values of parameters are required or not. If the file is being loaded for the first time in the network and the default parameter values are accepted then simply press the \"Import\" button to generate the FBX network and import the assets. Note that we recommend changing the \"Import Method\" to to other modes (less work) can significantly improve performance. Generally, any changes in the parameters above the \"Import\" button requires the network to be built again.\n3) With the \"Import Method\" menu set to \"Merge with Existing\", the \"Import\" pulse will reload the internal assets (e.g. meshes, etc.) and this is specifically useful if the file has moved to another location and when the  file is opened the assets were not found and reloaded properly.\n4) With the \"Import Method\" menu set to \"Import Assets (Import Selects)\", the \"Import\" button is used when some changes on FBX file are made and we want to merge those changes into the current network without fully rebuilding it.\nAnimation channels: When there is animation in the FBX file, use the controls on the Play page to initialize, start and guide the animation. Also create an Info CHOP and attach it to the FBX  to watch its animation timing. The Info  channels are similar to those of the Timer CHOP.\nTextures: Textures can either be embedded within the FBX file or external and referenced by a path to a texture file. For example, Blender has an option during FBX export to embed, otherwise they'll be external. If they're external then they may be exported with an absolute path to the texture file, which means if you move the FBX file to a different machine or relocate the file, then the textures will fail to load. In this case, if you are unable to re-export to embed the textures, then you can instead specify a search directory using the Texture Directory parameter so that the FBX  knows where to locate the texture files at import.\nSee also: FBX, Import Select CHOP, Import Select TOP, Import Select SOP, USD COMP\nfbxCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\nNOTE: changes to any of the below parameters aren’t applied until the FBX File is rebuilt, either through \"Build \" or \"Update\".\n\n  file - The FBX file to import.\n\n\n\n  importmethod -  - Determines what to do when clicking the 'Import' button below.\n\n full - Fully rebuilds the network inside the FBX  and reloads the assets from the FBX file. merge - Merges any changes in the FBX file with the existing contents of the FBX . reload - Assets that are loaded into Import Select operators (geos, textures, animations) are reloaded into the existing FBX 's network from the FBX file.\n\t\t\n  imp - A pulse to import the contents based on the setting in the 'Import Method' parameter above.\n\n\n\n  importscale - Scales the imported geometry as a multipier.\n\n\n\n  texdir - Specifies an additional search location for external texture files if they can't be found at the default location specified inside the FBX file.\n\n\n\n  lights - When enabled the FBX  will import any lights within the FBX File.\n\n\n\n  cameras - When enabled the FBX  will import any cameras within the FBX File.\n\n\n\n  genactors - When enabled, will generate Actor COMPs in place of Geometry COMPs as the parents' of Import Select SOPs. This is useful for working with Bullet Dynamics systems with your imported geometry.\n\n\n\n  mergegeo - When enabled the FBX  will merge Geometry COMPs. Geometry COMPs are merged if they have only default parameters except transform. If they have the same material then their Import Select SOPs will be merged.\n\n\n\n  mergelevel - When enabled the FBX  will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX ). If its level is higher than the merge level and it is mergeable then it will be merged upward.\n\n\n\n  primgroups - When enabled the FBX  will put each merged  into its own primitive group, so that they can be split up later if need be.\n\n\n\n  maxwiredchildren - Any COMPs that have more wired children than this parameter will have those wired children converted to internal children of the . This maintains parenting but can cleanup networks.\n\n\n\n  gpudirect - Load the geometry directly to the .\n\n\n\n  keepparams - When enabled, any parameter conflicts during update will keep the user changes. When disabled, any user changes to parameters may be overwritten.\n\n\n\n  keepconnections - When enabled, any wiring/connection conflicts during update will keep the user changes. When disabled, any user changes to wiring/connections may be overwritten.\n\n\n\n  callbacks - The Callbacks  will execute during import or update allowing for modification and customization of the imported operators and resulting network.\n\n\n\n\n\nThis page includes the animation controls parameters of FBX within TouchDesigner.\n\n  animation - Specifies the animation name (if any is specified) to playback from the imported FBX.\n\n\n\n  shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.\n\n\n\n  sampleratemode -  - Select between using the 'File ' embedded in the FBX file or setting a 'Custom' sample rate.\n\n filefps - custom -\n\n  samplerate - Set the sample rate when the \" Mode\" parameter above is set to 'Custom'.\n\n\n\n  playmode -  - A menu to specify the method used to play the animation.\n\n lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue , are disabled in this mode since the timeline is directly tied to animation position. specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation. sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue  parameters below are enabled to allow some control. The default is set to this value.\n\n  initialize - Resets the animation to its initial state.\n\n\n\n  start - Resets the animation to its initial state and starts playback.\n\n\n\n  cue - Jumps to and holds at the Cue  when set to 1. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepulse - Jumps to the Cue  when pulsed. Only available when Play Mode is Sequential.\n\n\n\t\t\n  cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.\n\n\n\n  cuepointunit -  - Select what type of unit to specify the Cue  with.\n\n frames - seconds - fraction - indices -\n\n  play - Animation plays when On and stops when Off. This animation playback control is only available when Play Mode is Sequential.\n\n\n\n  index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage)\n\n\n\n  indexunit -  - \n\n frames - seconds - fraction - indices -\n\n  speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play backwards.\n\n\n\n  trim - A toggle to enable the Trim Start and Trim End parameters.\n\n\n\n  tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tstartunit -  - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).\n\n\n\n  tendunit -  - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -\n\n  textendleft -  - Determines how the animation behaves before the start of the animation (or Trim Start position if it is used).\n\n hold - cycle - mirror -\n\n  textendright -  - Determines how the animation behaves after the end of the animation (or Trim End position if it is used).\n\n hold - cycle - mirror -\n\n\n\nThe Xform parameter page controls the object component's transform in world space.\n\n  xord -  - This allows you to specify the order in which the changes to your  will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -\n\n  rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz\n\n  t -  - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -\n\n  r -  - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -\n\n  s -  - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -\n\n  p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -\n\n  scale - This field allows you to change the size of an  uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.\n\n\n\n  parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -\n\n  parentobject - Allows the location of the object to be constrained to any other object whose path is specified in this parameter.\n\n\n\n  lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.\n\n\n\n  forwarddir -  - Sets which axis and direction is considered the forward direction.\n\n posx - negx - posy - negy - posz - negz -\n\n  lookup -  - When specifying a , it is possible to specify an up vector for the lookat. Without using an up vector, it is possible to get poor animation when the lookat , for example, passes through the Y axis of the target .\t\n - Use this option if the look at  does not pass through the Y axis of the target .\n - This precisely defines the rotates on the  doing the looking. The  specified should not be parallel to the look at direction. See  below.\n - Quaternions are a mathematical representation of a 3D rotation. This method finds the most efficient means of moving from one point to another on a sphere.\n off - on - quat - roll -\n\n  pathsop - Names the  that functions as the path you want this  to move along. For instance, you can name a  that provides a path for the camera to follow.\n\n\n\n  roll - Using the angle control you can specify a 's rotation as it animates along the path.\n\n\n\n  pos - This parameter lets you specify the  of the  along the path. The values you can enter for this parameter range from 0 to 1, where 0 equals the starting point and 1 equals the end point of the path. The value slider allows for values as high as 10 for multiple \"passes\" along the path.\n\n\n\n  pathorient - If this option is selected, the  will be oriented along the path. The positive Z axis of the  will be pointing down the path.\n\n\n\n  up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -\n\n  bank - The  rolls the  based on the curvature of the path at its current position. To turn off auto-banking, set the bank scale to 0.\n\n\n\n\n\nThe Pre-Xform parameter page applies a transform to the object component the same way connecting another Object as a parent of this node does. The transform is applied to the left of the Xform page's parameters. In terms of matrix math, if we use the 'multiply on the right' (column vector) convention, the equation would be preXForm * xform * Position.\n\n  pxform - Enables the transformation on this page.\n\n\n\n  pxord -  - Refer to the documentation on Xform page for more information.\n\n srt - str - rst - rts - tsr - trs -\n\n  prord -  - Refer to the documentation on Xform page for more information.\n\n xyz - xzy - yxz - yzx - zxy - zyx -\n\n  pt -  - Refer to the documentation on Xform page for more information.\n\n ptx - pty - ptz -\n\n  pr -  - Refer to the documentation on Xform page for more information.\n\n prx - pry - prz -\n\n  ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -\n\n  pp -  - Refer to the documentation on Xform page for more information.\n\n ppx - ppy - ppz -\n\n  pscale - Refer to the documentation on Xform page for more information.\n\n\n\n  preset - This button will reset this page's transform so it has no translate/rotate/scale.\n\n\n\n  pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.\n\n\n\n  xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.\n\n\n\n\n\nThe Display parameter page controls the component's material and rendering settings.\n\n  material - Selects a MAT to apply to the geometry inside.\n\n\n\n  render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.\n\n\n\n  drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.\n\n\n\n  pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.\n\n\n\n  wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -\n\n  lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.\n\n\n\n\n\nThe  parameter page sets the component's python extensions.  Please see extensions for more information.\n\n  ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member.  Example:  n.Somefunction vs n.ext.Somefunction\n\n\n\n\n  reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.\n\n\n\n\n\nThe Common parameter page sets the component's node viewer and clone relationships.\n\n  parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.\n\n\n\n  opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.\n\n\n\n  iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.\n\n\n\n\n  nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.\n\n  opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .\n\n\n\n  enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.\n\n\n\n  enablecloningpulse - Instantaneously clone the contents.\n\n\n\n  clone -  to a component used as the Master Clone.\n\n\n\n  loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.\n\n\n\n  enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.\n\n\n\n  enableexternaltoxpulse - This button will re-load from the external  file (if present).\n\n\n\n  externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.\n\n\n\n  reloadcustom - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  reloadbuiltin - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded. This only affects top-level parameters on the component, all parameters on nodes inside the component are always reloaded with the .tox.\n\n\n\n  savebackup - When this checkbox is enabled, a backup copy of the component specified by the External  parameter is saved in the  file.  This backup copy will be used if the External  can not be found. This may happen if the  was renamed, deleted, or the  file is running on another computer that is missing component media.\n\n\n\n  subcompname - When loading from an External  file, this option allows you to reach into the  and pull out a  and make that the top-level , ignoring everything else in the file (except for the contents of that ). For example if a  file named project1 contains project1/geo1, putting geo1 as the Sub- to Load, will result in geo1 being loaded in place of the current . If this parameter is blank, it just loads the  file normally using the top level  in the file.\n\n\n\n  relpath -  - Set whether the child file paths within this  are relative to the  itself or the , or inherit from parent.\n\n inherit - Inherit setting from parent. project - The path, when specified as a relative path, will be relative to the  file. externaltox - The path, when specified as a relative path, will be relative to the  file. When no external  file is specified, or when Enable External  is not toggled on, this doesn't have any impact.\n\n\n\nExtra Information for the FBX  can be accessed via an Info CHOP.\n\n\n - - - - - - - - - - - - - - - - - - -\n - Number of children in this component.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2022.241402021.100002019.146502018.28070\nCOMPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire project.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nEvery component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.\n\n\n\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\n\n\n\nA surface type in SOPs that includes polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other basic shapes like sphere, tube and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.\n\n\n\nA Operator Family that reads, creates and modifies 3D points, polygons, lines, particles, surfaces, spheres and meatballs. Particles and point clouds are now done primarily on the GPU using TOPs.\n\n\n\nThe Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nThe Frames-per-Second that TouchDesigner's Timeline runs at. Set with project.cookRate.\n\n\n\nThe panel at the bottom of TouchDesigner, it controls the current global looping Time your TouchDesigner project, or of just one component.\n\n\n\nEach SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.\n\n\n\nTo \"pulse\" a parameter is to send it a signal from (1) an exported CHOP channel or (2) a python command or (3) a mouse click that causes a new action to occur immediately. A pulse via python is via the .pulse() function on a pulse-type parameter, such as Reset parameter in a Speed CHOP. A pulse from a CHOP is typically a 0 to 1 to 0 signal in an exported channel.\n\n\n\nAn Operator Family that contains its own Network. There are sixteen 3D Object Component and ten 2D Panel Component types. See also Network Path.\n\n\n\nHierarchy relates components with other components. There are two groups of Hierarchy in TouchDesigner.  3D Object Components, and 2D Panel Components. Hierarchies let one component to be positioned relative to another. Each group can be connected via lines between the bottoms/tops of nodes in a network, or by placing one component inside the other.\n\n\n\nThe sub-Family of Component types that are used to define and render 3D scenes. A Geometry Component is an Object that contains the 3D shapes to render. A Camera COMP and Light COMP are other Object types. Separately, \"Objects\" also refers to Python objects.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nMATs or Materials are an Operator Family that applies a Shader to a SOP or 3D Geometry Object for rendering textured surfaces with lighting.\n\n\n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAny component can be extended with its own Python classes which contain python functions and data.\n\n\n\nA Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax parent.Name, for example parent.Effect.width to obtain panel width.\n\n\n\nA name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.\n\n\n\nAny of the procedural data operators. OPs do all the work in TouchDesigner. They \"cook\" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.\n\n\n\nOperator shortcuts are Python objects that return operators (or sometimes parameters). These include Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA custom interactive control panel built within TouchDesigner. Panels are created using Panel Components.\n\n\n\nCloning makes multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.\n\n\n\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nThere are 2 kinds of parenting. The \"parent component\" is the component in which a node resides. The metaphor is extended to include grand parents, grand-grand parents, etc. The root / is the ultimate parent to all nodes. See also 3D Parenting and panel Parenting.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=FBX_COMP&oldid=30696\"",
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      "description": "full - Fully rebuilds the network inside the FBX  and reloads the assets from the FBX file. merge - Merges any changes in the FBX file with the existing contents of the FBX . reload - Assets that are loaded into Import Select operators (geos, textures, animations) are reloaded into the existing FBX 's network from the FBX file.",
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      "description": "imp - A pulse to import the contents based on the setting in the 'Import Method' parameter above.",
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      "description": "importscale - Scales the imported geometry as a multipier.",
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      "description": "cameras - When enabled the FBX  will import any cameras within the FBX File.",
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "mergelevel - When enabled the FBX  will attempt to merge up to the desired “level”. Level is how many steps down a node is from the root (FBX ). If its level is higher than the merge level and it is mergeable then it will be merged upward.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.332Z",
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      "id": null,
      "name": "Primitive Groups",
      "label": "Primitive Groups",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "primgroups - When enabled the FBX  will put each merged  into its own primitive group, so that they can be split up later if need be.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "rawData": {},
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      "id": null,
      "name": "Max Wired Children",
      "label": "Max Wired Children",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "maxwiredchildren - Any COMPs that have more wired children than this parameter will have those wired children converted to internal children of the . This maintains parenting but can cleanup networks.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Direct to GPU",
      "label": "Direct to GPU",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "arraySize": 1,
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      "description": "gpudirect - Load the geometry directly to the .",
      "tooltip": "",
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      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "id": null,
      "name": "Keep Parameters",
      "label": "Keep Parameters",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "keepparams - When enabled, any parameter conflicts during update will keep the user changes. When disabled, any user changes to parameters may be overwritten.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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    {
      "id": null,
      "name": "Keep Connections",
      "label": "Keep Connections",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "keepconnections - When enabled, any wiring/connection conflicts during update will keep the user changes. When disabled, any user changes to wiring/connections may be overwritten.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.332Z",
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      "id": null,
      "name": "Callbacks DAT",
      "label": "Callbacks DAT",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "allowCustom": false,
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "callbacks - The Callbacks  will execute during import or update allowing for modification and customization of the imported operators and resulting network.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.332Z",
      "rawData": {},
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    {
      "id": null,
      "name": "Animation",
      "label": "Animation",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "animation - Specifies the animation name (if any is specified) to playback from the imported FBX.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.332Z",
      "rawData": {},
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    },
    {
      "id": null,
      "name": "Shift Animation Start",
      "label": "Shift Animation Start",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "shiftanimationstart - A toggle to specify whether to shift the animation to the start of animation indicated in the importing file.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.332Z",
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    {
      "id": null,
      "name": "Sample Rate Mode",
      "label": "Sample Rate Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "sampleratemode -  - Select between using the 'File ' embedded in the FBX file or setting a 'Custom' sample rate.\n\n filefps - custom -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    },
    {
      "id": null,
      "name": "File FPS",
      "label": "File FPS",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "filefps - custom -",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    {
      "id": null,
      "name": "Sample Rate",
      "label": "Sample Rate",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "samplerate - Set the sample rate when the \" Mode\" parameter above is set to 'Custom'.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    {
      "id": null,
      "name": "Play Mode",
      "label": "Play Mode",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "playmode -  - A menu to specify the method used to play the animation.\n\n lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue , are disabled in this mode since the timeline is directly tied to animation position. specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation. sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue  parameters below are enabled to allow some control. The default is set to this value.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Locked to Timeline",
      "label": "Locked to Timeline",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "lockedtotimeline - This mode locks the animation position to the timeline. The parameters Play, Speed, Index, Cue and Cue , are disabled in this mode since the timeline is directly tied to animation position. specifyindex - This mode allows the user to specify a particular index (position) in the animation using the Index parameter below. Use this mode for random access to any location in the animation. sequential - This mode continually plays regardless of the timeline position (the Index parameter is disabled). Play, Speed, Cue, and Cue  parameters below are enabled to allow some control. The default is set to this value.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Initialize",
      "label": "Initialize",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "initialize - Resets the animation to its initial state.",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "id": null,
      "name": "Start",
      "label": "Start",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "step": null,
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      "arraySize": 1,
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      "description": "start - Resets the animation to its initial state and starts playback.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    {
      "id": null,
      "name": "Cue",
      "label": "Cue",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "cue - Jumps to and holds at the Cue  when set to 1. Only available when Play Mode is Sequential.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    {
      "id": null,
      "name": "Cue Pulse",
      "label": "Cue Pulse",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "cuepulse - Jumps to the Cue  when pulsed. Only available when Play Mode is Sequential.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-08T00:37:43.333Z",
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    },
    {
      "id": null,
      "name": "Cue Point",
      "label": "Cue Point",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "cuepoint - Set any index in the animation as a point to jump to. Only available when Play Mode is Sequential.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Cue Point Unit",
      "label": "Cue Point Unit",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "cuepointunit -  - Select what type of unit to specify the Cue  with.\n\n frames - seconds - fraction - indices -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "id": null,
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      "label": "Frames",
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      "type": "float",
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      "defaultValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "frames - seconds - fraction - indices -",
      "tooltip": "",
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    {
      "id": null,
      "name": "Play",
      "label": "Play",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "play - Animation plays when On and stops when Off. This animation playback control is only available when Play Mode is Sequential.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Index",
      "label": "Index",
      "group": "General",
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      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "index - This parameter explicitly sets the animation position when Play Mode is set to Specify Index. The units menu on the right lets you specify the index in the following units: Index, Frames, Seconds, and Fraction (percentage)",
      "tooltip": "",
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      "label": "Index Unit",
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      "description": "indexunit -  - \n\n frames - seconds - fraction - indices -",
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      "id": null,
      "name": "Frames",
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      "description": "frames - seconds - fraction - indices -",
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      "id": null,
      "name": "Speed",
      "label": "Speed",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "speed - This is a speed multiplier which only works when Play Mode is Sequential. A value of 1 is the default playback speed. A value of 2 is double speed, 0.5 is half speed and so on. Negative values will play backwards.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "id": null,
      "name": "Trim",
      "label": "Trim",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "trim - A toggle to enable the Trim Start and Trim End parameters.",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Trim Start",
      "label": "Trim Start",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "tstart - Sets an in point from the beginning of the animation, allowing you to trim the starting index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Trim Start Unit",
      "label": "Trim Start Unit",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "tstartunit -  - Specifies a unit type for Trim Start. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -",
      "tooltip": "",
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      "units": "",
      "examples": [],
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      "id": null,
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      "description": "frames - seconds - fraction - indices -",
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    {
      "id": null,
      "name": "Trim End",
      "label": "Trim End",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "tend - Sets an end point from the end of the movie, allowing you to trim the ending index of the animation. The units’ menu on the right let you specify this position by index, frames, seconds, or fraction (percentage).",
      "tooltip": "",
      "help": "",
      "units": "",
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      "id": null,
      "name": "Trim End Unit",
      "label": "Trim End Unit",
      "group": "General",
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      "dataType": "number",
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      "defaultValue": null,
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      "description": "tendunit -  - Specifies a unit type for Trim End. Changing this will convert the previous unit to the selected unit.\n\n frames - seconds - fraction - indices -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
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      "description": "frames - seconds - fraction - indices -",
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    {
      "id": null,
      "name": "Extend Left",
      "label": "Extend Left",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "textendleft -  - Determines how the animation behaves before the start of the animation (or Trim Start position if it is used).\n\n hold - cycle - mirror -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
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    {
      "id": null,
      "name": "Hold",
      "label": "Hold",
      "group": "General",
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      "description": "hold - cycle - mirror -",
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      "id": null,
      "name": "Extend Right",
      "label": "Extend Right",
      "group": "General",
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      "type": "float",
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      "description": "textendright -  - Determines how the animation behaves after the end of the animation (or Trim End position if it is used).\n\n hold - cycle - mirror -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
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    {
      "id": null,
      "name": "Transform Order",
      "label": "Transform Order",
      "group": "General",
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      "dataType": "number",
      "style": "",
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      "description": "xord -  - This allows you to specify the order in which the changes to your  will take place. Changing the Transform Order will change where things go much the same way as going a block and turning east gets you to a different place than turning east and then going a block. In matrix math terms, if we use the 'multiply vector on the right' (column vector) convention, a transform order of Scale, Rotate, Translate would be written as T * R * S * Position.\n\n srt - str - rst - rts - tsr - trs -",
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      "description": "rord -  - This allows you to set the transform order for the 's rotations. As with transform order (above), changing the order in which the 's rotations take place will alter the 's final position.\tA Rotation order of Rx Ry Rz would create the final rotation matrix as follows R = Rz * Ry * Rx\n\n xyz - R = Rz * Ry * Rx xzy - R = Ry * Rz * Rx yxz - R = Rz * Rx * Ry yzx - R = Rx * Rz * Ry zxy - R = Ry * Rx * Rz zyx - R = Rx * Ry * Rz",
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      "description": "t -  - This allows you to specify the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n tx - ty - tz -",
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      "description": "r -  - Theis specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n rx - ry - rz -",
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      "description": "s -  - This specifies the amount of movement along any of the three axes; the amount, in degrees, of rotation around any of the three axes; and a non-uniform scaling along the three axes. As an alternative to entering the values directly into these fields, you can modify the values by manipulating the  in the Viewport with the Select & Transform state.\n\n sx - sy - sz -",
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      "description": "p -  - The Pivot point edit fields allow you to define the point about which a  scales and rotates. Altering the pivot point of a  produces different results depending on the transformation performed on the .\t\nFor example, during a scaling operation, if the pivot point of an  is located at -1, -1, 0 and you wanted to scale the  by 0.5 (reduce its size by 50%), the  would scale toward the pivot point and appear to slide down and to the left.\t\t\t\n\t\t\t\nIn the example above, rotations performed on an  with different pivot points produce very different results.\n\n\n px - py - pz -",
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      "description": "scale - This field allows you to change the size of an  uniformly along the three axes.\t\n Scaling a camera's channels is not generally recommended. However, should you decide to do so, the rendered output will match the Viewport as closely as possible when scales are involved.",
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      "description": "parentxformsrc -  - Select what position is used as the transform source for this obejct. Can be one of \"Parent ()\", \"Specify Parent \", or \"World Origin\".\n\n hierarchy - specify - worldorigin -",
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      "description": "lookat - Allows you to orient this  by naming another 3D  you would like it to , or point to. Once you have designated this  to look at, it will continue to face that , even if you move it. This is useful if, for instance, you want a camera to follow another 's movements. The  parameter points the  in question at the other 's origin.\t\n To designate a center of interest for the camera that doesn't appear in your scene, create a Null  and disable its display flag. Then Parent the Camera to the newly created Null , and tell the camera to look at this  using the  parameter. You can direct the attention of the camera by moving the Null  with the Select state. If you want to see both the camera and the Null , enable the Null 's display flag, and use the Select state in an additional Viewport by clicking one of the icons in the top-right corner of the TouchDesigner window.",
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      "description": "prx - pry - prz -",
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      "description": "ps -  - Refer to the documentation on Xform page for more information.\n\n psx - psy - psz -",
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      "description": "pscale - Refer to the documentation on Xform page for more information.",
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      "id": null,
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      "label": "Reset Transform",
      "group": "General",
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      "description": "preset - This button will reset this page's transform so it has no translate/rotate/scale.",
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      "id": null,
      "name": "Commit to Main Transform",
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      "description": "pcommit - This button will copy the transform from this page to the main Xform page, and reset this page's transform.",
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      "id": null,
      "name": "Xform Matrix/CHOP/DAT",
      "label": "Xform Matrix/CHOP/DAT",
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      "description": "xformmatrixop - This parameter can be used to transform using a 4x4 matrix directly. For information on ways to specify a matrix directly, refer to the Matrix Parameters page. This transform will be applied after the regular Pre-Transform transformation. That is, it'll be applied in the oder XformMatrix * PreXForm * Position.",
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      "name": "Material",
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      "description": "material - Selects a MAT to apply to the geometry inside.",
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      "isReadOnly": false,
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      "description": "render - Whether the 's geometry is visible in the Render TOP. This parameter works in conjunction (logical AND) with the 's Render Flag.",
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      "isReadOnly": false,
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      "label": "Draw Priority",
      "group": "General",
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      "type": "float",
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      "description": "drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after larger values. The value is compared with other Components in the same parent , or if the  is the top level one listed in the Render 's '' parameter, then against other top-level Components listed there. This value is most often used to help with Transparency.",
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      "id": null,
      "name": "Pick Priority",
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      "tooltip": "",
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      "id": null,
      "name": "Wireframe Color",
      "label": "Wireframe Color",
      "group": "General",
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      "dataType": "number",
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      "description": "wcolor -  - Use the R, G, and B fields to set the 's color when displayed in wireframe shading mode.\n\n wcolorr - wcolorg - wcolorb -",
      "tooltip": "",
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      "name": "Red",
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      "id": null,
      "name": "Light Mask",
      "label": "Light Mask",
      "group": "General",
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      "description": "lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.",
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      "id": null,
      "name": "Extension",
      "label": "Extension",
      "group": "General",
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      "type": "float",
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      "description": "ext - Sequence of info for creating extensions on this component\n\n\n\n  ext0object - A number of class instances that can be attached to the component.\n\n\n    \n  ext0name - Optional name to search by, instead of the instance class name.\n\n\n\n  ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member.  Example:  n.Somefunction vs n.ext.Somefunction",
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      "id": null,
      "name": "Object",
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      "group": "General",
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      "description": "ext0object - A number of class instances that can be attached to the component.",
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    },
    {
      "id": null,
      "name": "Name",
      "label": "Name",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext0name - Optional name to search by, instead of the instance class name.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.337Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Promote",
      "label": "Promote",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "ext0promote - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the .ext member.  Example:  n.Somefunction vs n.ext.Somefunction",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.337Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Re-Init Extensions",
      "label": "Re-Init Extensions",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.337Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Parent Shortcut",
      "label": "Parent Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "parentshortcut - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.337Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Global OP Shortcut",
      "label": "Global OP Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "opshortcut - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.337Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Internal OP",
      "label": "Internal OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop - Sequence header for internal operators.\n\n\n\n  iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.\n\n\n\n  iop0op - The path to the Internal OP inside this component. See Internal Operators.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Shortcut",
      "label": "Shortcut",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop0shortcut - Specifies a name you can use anywhere inside the component as a path to \"Internal \" below. See Internal Operators.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "OP",
      "label": "OP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "iop0op - The path to the Internal OP inside this component. See Internal Operators.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Node View",
      "label": "Node View",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "nodeview -  - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the  type (Object Component, Panel Component, Misc.)\n\n default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Default Viewer",
      "label": "Default Viewer",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "default - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a  Viewer for Panel COMPs. opviewer - Displays the node viewer from any operator specified in the Operator Viewer parameter below.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
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    {
      "id": null,
      "name": "Operator Viewer",
      "label": "Operator Viewer",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "opviewer - Select which operator's node viewer to use when the Node View parameter above is set to Operator .",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
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      "expressionLanguage": "",
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      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
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    },
    {
      "id": null,
      "name": "Enable Cloning",
      "label": "Enable Cloning",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "enablecloning - Control if the OP should be actively cloneing. Turning this off causes this node to stop cloning it's ' Master'.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
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    {
      "id": null,
      "name": "Enable Cloning Pulse",
      "label": "Enable Cloning Pulse",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "enablecloningpulse - Instantaneously clone the contents.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
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      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
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    {
      "id": null,
      "name": "Clone Master",
      "label": "Clone Master",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
      "menuLabels": [],
      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "clone -  to a component used as the Master Clone.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
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      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
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    {
      "id": null,
      "name": "Load on Demand",
      "label": "Load on Demand",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "loadondemand - Loads the component into memory only when required. Good to use for components that are not always used in the project.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
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    {
      "id": null,
      "name": "Enable External .tox",
      "label": "Enable External .tox",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "enableexternaltox - When on (default), the external  file will be loaded when the  starts and the contents of the  will match that of the external . This can be turned off to avoid loading from the referenced external  on startup if desired (the contents of the  are instead loaded from the  file). Useful if you wish to have a  reference an external  but not always load from it unless you specifically push the Re-Init Network parameter button.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Enable External .tox Pulse",
      "label": "Enable External .tox Pulse",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "enableexternaltoxpulse - This button will re-load from the external  file (if present).",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "External .tox Path",
      "label": "External .tox Path",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "externaltox -  to a  file on disk which will source the component's contents upon start of a . This allows for components to contain networks that can be updated independently. If the  file can not be found, whatever the  file was saved with will be loaded.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
      "isExpression": false,
      "isPython": false,
      "dependsOn": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-08T00:37:43.338Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Reload Custom Parameters",
      "label": "Reload Custom Parameters",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
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