{
  "id": "bullet_solver_comp",
  "name": "Bullet Solver COMP",
  "displayName": "Bullet Solver COMP",
  "category": "COMP",
  "subcategory": "Components",
  "version": "",
  "lastUpdated": "2025-08-07T07:49:57.772Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Bullet_Solver_COMP.htm",
  "url": "",
  "description": "In a Bullet Dynamics system, the Bullet Solver COMP is analogous to the world/simulation in which actors/bodies (ie. Actor COMPs) operate. A Bullet Solver COMP contains any number of actors/bodies (Actor COMPs) or forces (Force COMP/Impulse Force COMP), and as the name suggests it also uses the Bullet Physics API to step through the simulation.",
  "summary": "In a Bullet Dynamics system, the Bullet Solver COMP is analogous to the world/simulation in which actors/bodies (ie. Actor COMPs) operate. A Bullet Solver COMP contains any number of actors/bodies (Ac",
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  "usage": "",
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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\nIn a Bullet Dynamics system, the Bullet Solver  is analogous to the world/simulation in which actors/bodies (ie. Actor COMPs) operate. A Bullet Solver  contains any number of actors/bodies (Actor COMPs) or forces (Force COMP/Impulse Force COMP), and as the name suggests it also uses the Bullet Physics API to step through the simulation. \nThe Bullet Solver  runs a Bullet simulation based on some simulation parameters (eg. linear multiplier or angular multiplier) and updates the transformations of the Actor COMPs contained within it as the simulation progresses forward. The simulation can be paused, slowed down, sped up, or restarted using the parameters on the . \nThe Bullet Solver  simulation operates in a vacuum, so there will be no air resistance applied to any actors in the simulation. The simulation is stepped at the given sample rate, and the Actor  transform is updated accordingly. These transformations are the same results displayed in the Bullet Solver CHOP. \nThe Actor COMPs referenced by the Bullet Solver  do not need to be inside its network. They can be anywhere as long as they are not already referenced by another Bullet Solver .\nSee also: Bullet Dynamics, Actor COMP, Force COMP, Impulse Force COMP, Constraint COMP, Bullet Solver CHOP.\nbulletsolverCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  actors - The Actor COMPs to include in the simulation. These actors cannot already be a part of another Bullet Solver .\n\n\n\n  forces - The Force COMPs to include in the simulation. These forces are global forces and will be applied to all non-static actors in the simulation.\n\n\n\n  gravity -  - Gravity applied to all actors in the simulation in m/s^2. Gravity is applied to actors irrespective of their mass.\n\n gravityx - gravityy - gravityz -\n\n  dimension -  - The dimension of the simulation. The options in this menu can also be recreated using the linear/angular multiplier parameters.\n\n 1d - Actor is constrained to linear velocity only on the X axis, with no angular velocity (linmult 1,0,0 and angmult 0,0,0) 2d - Actor is constrained to linear velocity only on the XY plane, with angular velocity only around the Z axis (linmult 1,1,0 and angmult 0,0,1) 3d - Actor is not constrained and can move in any direction: X, Y, or Z. Similarly, the Actor can also rotate in any direction: X, Y, or Z (linmult 1,1,1 and angmult 1,1,1)\n\n  linmult -  - A multiplier for the linear velocities of the actors in the simulation. For example, if linmult is (0, 1, 1) then the actors can move linearly at normal speed on the Y and Z axes but cannot move in the X direction. These values are multiplied internally by the values from dimension. For example, if the dimension is 2D and linmult is (0, 1, 1) then the only direction the actors can move is along the Y axis because 2D is constraining on the Z and this parameter is constraining on the Y.\n\n linmultx - linmulty - linmultz -\n\n  angmult -  - A multiplier for the angular velocities of the actors in the simulation. For example, if angmult is (1, 0, 0) then the actors can only rotate on the X axes. These values are multiplied internally by the values from dimension. So, if dimension is 2D and angmult is (1, 0, 0) then the actor will not be able to rotate in any direction because 2D constrains rotation only to the Z axis, and this parameter is constraining it only to the X axis.\n\n angmultx - angmulty - angmultz -\n\n  initall - Resets all bodies to their initial state (ie. position, orientation, velocity) and recreates their collision shapes. This parameter is equivalent to pulsing each Actor 's \"Initialize Actor\". Creating collision shapes can be time consuming in certain cases, so if it's not need then Initialize Sim should be used instead. Collision shapes need to be recreated if any of the SOPs used to create the collision shape change, or if the instancing OP changes.\n\n\n\n  init - Reset all bodies to their initial state (ie. position, orientation, velocity). This will not begin stepping through the simulation, it will only initialize. NOTE: This will not reset the collision shapes of any Actor COMPs, \"Initialize Sim and Collision Shapes\" above or \"Initialize Actor\" on the Actor  should be used for that.\n\n\n\n  start - Initialize the simulation and run it (begin stepping).\n\n\n\n  play - Play the simulation. Will step through the simulation when toggled on, but will not when it is toggled off (ie. it will be paused).\n\n\n\n  rate - The sample rate of the simulation.  The sample rate affects the timestep, which is 1/rate\n\n\n\n  simspeed - The speed of the simulation. It is a multiplier for the size of the timestep to slow down or speed up the simulation.\n\n\n\n  feedback - (see also: Bullet Solver CHOP) A reference to a  to feedback. The Bullet Solver  will take the transform/velocity channels from the  and override the respective actor's transform or velocity at the beginning of the next simulation step. \nIf you feedback a Bullet Solver  that has no change to the channel values in it, the simulation will act as normal as nothing is being overriden. This allows you do things like the example below. \nFor example, to negate the velocity of every actor in a simulation you could use a Bullet Solver , put that into a Switch  with the second input being the same  only with the velocity channels negated. Then export a button pulse to the switch index and put the Switch  into the Feedback  parameter. Then, when the button is pressed for a single frame (pulsed) the velocities will be overridden and negated.  \nThe only channels required to feedback are the actor_id and body_id channels, all other channels are optional. The channel names should all be the same as in the Bullet Solver . In addition to the channels outputted in the Bullet Solver , force and torque can also be used. The channel names are force[xyz] and torque[xyz]. NOTE: scale cannot be used for feedback.\n\n\n\n  contacttest - Enables contact testing for all bodies in the simulation. Contact testing is used for the colliding and total_collisions channels on the Bullet Solver . Without this parameter enabled those channel values will not update. NOTE: Contact testing can be slow for lots of bodies.\n\n\n\n  alwayssim - When enabled the Bullet Solver  will simulate (ie. cook) every frame.\n\n\n\n  callbacks - A reference to a  with python callbacks. The available callbacks are: onCollision(solverComp, collisions), onFrameStart(solverComp), onFrameEnd(solverComp), onInit(solverComp), onStart(solverComp). A  with these callbacks will be automatically created and referenced when a Bullet Solver  is created. onCollision(solverComp, collisions) passes a list of all collisions occuring, and requires that Perform Contact test be enabled. collisions is a list of named tuples (bodyA and bodyB). bodyA and bodyB are the two bodies participating in the collision. bodyA and bodyB are Python Body Objects (see Body Class).\n\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 Bullet Solver  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\\nwikieditormw-blank2022.241402021.100002019.146502018.28070before 2018.28070\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\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\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\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\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\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\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\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\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire 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=Bullet_Solver_COMP&oldid=30727\"\n\t\tCategory: COMPs",
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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\nIn a Bullet Dynamics system, the Bullet Solver  is analogous to the world/simulation in which actors/bodies (ie. Actor COMPs) operate. A Bullet Solver  contains any number of actors/bodies (Actor COMPs) or forces (Force COMP/Impulse Force COMP), and as the name suggests it also uses the Bullet Physics API to step through the simulation. \nThe Bullet Solver  runs a Bullet simulation based on some simulation parameters (eg. linear multiplier or angular multiplier) and updates the transformations of the Actor COMPs contained within it as the simulation progresses forward. The simulation can be paused, slowed down, sped up, or restarted using the parameters on the . \nThe Bullet Solver  simulation operates in a vacuum, so there will be no air resistance applied to any actors in the simulation. The simulation is stepped at the given sample rate, and the Actor  transform is updated accordingly. These transformations are the same results displayed in the Bullet Solver CHOP. \nThe Actor COMPs referenced by the Bullet Solver  do not need to be inside its network. They can be anywhere as long as they are not already referenced by another Bullet Solver .\nSee also: Bullet Dynamics, Actor COMP, Force COMP, Impulse Force COMP, Constraint COMP, Bullet Solver CHOP.\nbulletsolverCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  actors - The Actor COMPs to include in the simulation. These actors cannot already be a part of another Bullet Solver .\n\n\n\n  forces - The Force COMPs to include in the simulation. These forces are global forces and will be applied to all non-static actors in the simulation.\n\n\n\n  gravity -  - Gravity applied to all actors in the simulation in m/s^2. Gravity is applied to actors irrespective of their mass.\n\n gravityx - gravityy - gravityz -\n\n  dimension -  - The dimension of the simulation. The options in this menu can also be recreated using the linear/angular multiplier parameters.\n\n 1d - Actor is constrained to linear velocity only on the X axis, with no angular velocity (linmult 1,0,0 and angmult 0,0,0) 2d - Actor is constrained to linear velocity only on the XY plane, with angular velocity only around the Z axis (linmult 1,1,0 and angmult 0,0,1) 3d - Actor is not constrained and can move in any direction: X, Y, or Z. Similarly, the Actor can also rotate in any direction: X, Y, or Z (linmult 1,1,1 and angmult 1,1,1)\n\n  linmult -  - A multiplier for the linear velocities of the actors in the simulation. For example, if linmult is (0, 1, 1) then the actors can move linearly at normal speed on the Y and Z axes but cannot move in the X direction. These values are multiplied internally by the values from dimension. For example, if the dimension is 2D and linmult is (0, 1, 1) then the only direction the actors can move is along the Y axis because 2D is constraining on the Z and this parameter is constraining on the Y.\n\n linmultx - linmulty - linmultz -\n\n  angmult -  - A multiplier for the angular velocities of the actors in the simulation. For example, if angmult is (1, 0, 0) then the actors can only rotate on the X axes. These values are multiplied internally by the values from dimension. So, if dimension is 2D and angmult is (1, 0, 0) then the actor will not be able to rotate in any direction because 2D constrains rotation only to the Z axis, and this parameter is constraining it only to the X axis.\n\n angmultx - angmulty - angmultz -\n\n  initall - Resets all bodies to their initial state (ie. position, orientation, velocity) and recreates their collision shapes. This parameter is equivalent to pulsing each Actor 's \"Initialize Actor\". Creating collision shapes can be time consuming in certain cases, so if it's not need then Initialize Sim should be used instead. Collision shapes need to be recreated if any of the SOPs used to create the collision shape change, or if the instancing OP changes.\n\n\n\n  init - Reset all bodies to their initial state (ie. position, orientation, velocity). This will not begin stepping through the simulation, it will only initialize. NOTE: This will not reset the collision shapes of any Actor COMPs, \"Initialize Sim and Collision Shapes\" above or \"Initialize Actor\" on the Actor  should be used for that.\n\n\n\n  start - Initialize the simulation and run it (begin stepping).\n\n\n\n  play - Play the simulation. Will step through the simulation when toggled on, but will not when it is toggled off (ie. it will be paused).\n\n\n\n  rate - The sample rate of the simulation.  The sample rate affects the timestep, which is 1/rate\n\n\n\n  simspeed - The speed of the simulation. It is a multiplier for the size of the timestep to slow down or speed up the simulation.\n\n\n\n  feedback - (see also: Bullet Solver CHOP) A reference to a  to feedback. The Bullet Solver  will take the transform/velocity channels from the  and override the respective actor's transform or velocity at the beginning of the next simulation step. \nIf you feedback a Bullet Solver  that has no change to the channel values in it, the simulation will act as normal as nothing is being overriden. This allows you do things like the example below. \nFor example, to negate the velocity of every actor in a simulation you could use a Bullet Solver , put that into a Switch  with the second input being the same  only with the velocity channels negated. Then export a button pulse to the switch index and put the Switch  into the Feedback  parameter. Then, when the button is pressed for a single frame (pulsed) the velocities will be overridden and negated.  \nThe only channels required to feedback are the actor_id and body_id channels, all other channels are optional. The channel names should all be the same as in the Bullet Solver . In addition to the channels outputted in the Bullet Solver , force and torque can also be used. The channel names are force[xyz] and torque[xyz]. NOTE: scale cannot be used for feedback.\n\n\n\n  contacttest - Enables contact testing for all bodies in the simulation. Contact testing is used for the colliding and total_collisions channels on the Bullet Solver . Without this parameter enabled those channel values will not update. NOTE: Contact testing can be slow for lots of bodies.\n\n\n\n  alwayssim - When enabled the Bullet Solver  will simulate (ie. cook) every frame.\n\n\n\n  callbacks - A reference to a  with python callbacks. The available callbacks are: onCollision(solverComp, collisions), onFrameStart(solverComp), onFrameEnd(solverComp), onInit(solverComp), onStart(solverComp). A  with these callbacks will be automatically created and referenced when a Bullet Solver  is created. onCollision(solverComp, collisions) passes a list of all collisions occuring, and requires that Perform Contact test be enabled. collisions is a list of named tuples (bodyA and bodyB). bodyA and bodyB are the two bodies participating in the collision. bodyA and bodyB are Python Body Objects (see Body Class).\n\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 Bullet Solver  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\\nwikieditormw-blank2022.241402021.100002019.146502018.28070before 2018.28070\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\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\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\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\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\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\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\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\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire 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=Bullet_Solver_COMP&oldid=30727\"\n\t\tCategory: COMPs",
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      "description": "In a Bullet Dynamics system, the Bullet Solver  is analogous to the world/simulation in which actors/bodies (ie. Actor COMPs) operate. A Bullet Solver  contains any number of actors/bodies (Actor COMPs) or forces (Force COMP/Impulse Force COMP), and as the name suggests it also uses the Bullet Physics API to step through the simulation. \nThe Bullet Solver  runs a Bullet simulation based on some simulation parameters (eg. linear multiplier or angular multiplier) and updates the transformations of the Actor COMPs contained within it as the simulation progresses forward. The simulation can be paused, slowed down, sped up, or restarted using the parameters on the . \nThe Bullet Solver  simulation operates in a vacuum, so there will be no air resistance applied to any actors in the simulation. The simulation is stepped at the given sample rate, and the Actor  transform is updated accordingly. These transformations are the same results displayed in the Bullet Solver CHOP. \nThe Actor COMPs referenced by the Bullet Solver  do not need to be inside its network. They can be anywhere as long as they are not already referenced by another Bullet Solver .\nSee also: Bullet Dynamics, Actor COMP, Force COMP, Impulse Force COMP, Constraint COMP, Bullet Solver CHOP.\nbulletsolverCOMP_Class\n\nContents\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n\n\n  actors - The Actor COMPs to include in the simulation. These actors cannot already be a part of another Bullet Solver .\n\n\n\n  forces - The Force COMPs to include in the simulation. These forces are global forces and will be applied to all non-static actors in the simulation.\n\n\n\n  gravity -  - Gravity applied to all actors in the simulation in m/s^2. Gravity is applied to actors irrespective of their mass.\n\n gravityx - gravityy - gravityz -\n\n  dimension -  - The dimension of the simulation. The options in this menu can also be recreated using the linear/angular multiplier parameters.\n\n 1d - Actor is constrained to linear velocity only on the X axis, with no angular velocity (linmult 1,0,0 and angmult 0,0,0) 2d - Actor is constrained to linear velocity only on the XY plane, with angular velocity only around the Z axis (linmult 1,1,0 and angmult 0,0,1) 3d - Actor is not constrained and can move in any direction: X, Y, or Z. Similarly, the Actor can also rotate in any direction: X, Y, or Z (linmult 1,1,1 and angmult 1,1,1)\n\n  linmult -  - A multiplier for the linear velocities of the actors in the simulation. For example, if linmult is (0, 1, 1) then the actors can move linearly at normal speed on the Y and Z axes but cannot move in the X direction. These values are multiplied internally by the values from dimension. For example, if the dimension is 2D and linmult is (0, 1, 1) then the only direction the actors can move is along the Y axis because 2D is constraining on the Z and this parameter is constraining on the Y.\n\n linmultx - linmulty - linmultz -\n\n  angmult -  - A multiplier for the angular velocities of the actors in the simulation. For example, if angmult is (1, 0, 0) then the actors can only rotate on the X axes. These values are multiplied internally by the values from dimension. So, if dimension is 2D and angmult is (1, 0, 0) then the actor will not be able to rotate in any direction because 2D constrains rotation only to the Z axis, and this parameter is constraining it only to the X axis.\n\n angmultx - angmulty - angmultz -\n\n  initall - Resets all bodies to their initial state (ie. position, orientation, velocity) and recreates their collision shapes. This parameter is equivalent to pulsing each Actor 's \"Initialize Actor\". Creating collision shapes can be time consuming in certain cases, so if it's not need then Initialize Sim should be used instead. Collision shapes need to be recreated if any of the SOPs used to create the collision shape change, or if the instancing OP changes.\n\n\n\n  init - Reset all bodies to their initial state (ie. position, orientation, velocity). This will not begin stepping through the simulation, it will only initialize. NOTE: This will not reset the collision shapes of any Actor COMPs, \"Initialize Sim and Collision Shapes\" above or \"Initialize Actor\" on the Actor  should be used for that.\n\n\n\n  start - Initialize the simulation and run it (begin stepping).\n\n\n\n  play - Play the simulation. Will step through the simulation when toggled on, but will not when it is toggled off (ie. it will be paused).\n\n\n\n  rate - The sample rate of the simulation.  The sample rate affects the timestep, which is 1/rate\n\n\n\n  simspeed - The speed of the simulation. It is a multiplier for the size of the timestep to slow down or speed up the simulation.\n\n\n\n  feedback - (see also: Bullet Solver CHOP) A reference to a  to feedback. The Bullet Solver  will take the transform/velocity channels from the  and override the respective actor's transform or velocity at the beginning of the next simulation step. \nIf you feedback a Bullet Solver  that has no change to the channel values in it, the simulation will act as normal as nothing is being overriden. This allows you do things like the example below. \nFor example, to negate the velocity of every actor in a simulation you could use a Bullet Solver , put that into a Switch  with the second input being the same  only with the velocity channels negated. Then export a button pulse to the switch index and put the Switch  into the Feedback  parameter. Then, when the button is pressed for a single frame (pulsed) the velocities will be overridden and negated.  \nThe only channels required to feedback are the actor_id and body_id channels, all other channels are optional. The channel names should all be the same as in the Bullet Solver . In addition to the channels outputted in the Bullet Solver , force and torque can also be used. The channel names are force[xyz] and torque[xyz]. NOTE: scale cannot be used for feedback.\n\n\n\n  contacttest - Enables contact testing for all bodies in the simulation. Contact testing is used for the colliding and total_collisions channels on the Bullet Solver . Without this parameter enabled those channel values will not update. NOTE: Contact testing can be slow for lots of bodies.\n\n\n\n  alwayssim - When enabled the Bullet Solver  will simulate (ie. cook) every frame.\n\n\n\n  callbacks - A reference to a  with python callbacks. The available callbacks are: onCollision(solverComp, collisions), onFrameStart(solverComp), onFrameEnd(solverComp), onInit(solverComp), onStart(solverComp). A  with these callbacks will be automatically created and referenced when a Bullet Solver  is created. onCollision(solverComp, collisions) passes a list of all collisions occuring, and requires that Perform Contact test be enabled. collisions is a list of named tuples (bodyA and bodyB). bodyA and bodyB are the two bodies participating in the collision. bodyA and bodyB are Python Body Objects (see Body Class).\n\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 Bullet Solver  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\\nwikieditormw-blank2022.241402021.100002019.146502018.28070before 2018.28070\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\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\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\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\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\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\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\nThe 3D data held in SOPs and passed for rendering by the Geometry COMP.\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\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\nTouchDesigner Component file, the file type used to save a Component of your TouchDesigner project.\n\n\n\nTOuch Environment file, the file type used by TouchDesigner to save your entire 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=Bullet_Solver_COMP&oldid=30727\"",
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      "description": "actors - The Actor COMPs to include in the simulation. These actors cannot already be a part of another Bullet Solver .",
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      "arraySize": 1,
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      "description": "gravity -  - Gravity applied to all actors in the simulation in m/s^2. Gravity is applied to actors irrespective of their mass.\n\n gravityx - gravityy - gravityz -",
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      "isReadOnly": false,
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      "name": "Dimension",
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      "name": "1D",
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      "description": "1d - Actor is constrained to linear velocity only on the X axis, with no angular velocity (linmult 1,0,0 and angmult 0,0,0) 2d - Actor is constrained to linear velocity only on the XY plane, with angular velocity only around the Z axis (linmult 1,1,0 and angmult 0,0,1) 3d - Actor is not constrained and can move in any direction: X, Y, or Z. Similarly, the Actor can also rotate in any direction: X, Y, or Z (linmult 1,1,1 and angmult 1,1,1)",
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      "name": "Linear Multiplier",
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      "description": "linmult -  - A multiplier for the linear velocities of the actors in the simulation. For example, if linmult is (0, 1, 1) then the actors can move linearly at normal speed on the Y and Z axes but cannot move in the X direction. These values are multiplied internally by the values from dimension. For example, if the dimension is 2D and linmult is (0, 1, 1) then the only direction the actors can move is along the Y axis because 2D is constraining on the Z and this parameter is constraining on the Y.\n\n linmultx - linmulty - linmultz -",
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      "name": "Angular Multiplier",
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      "description": "angmult -  - A multiplier for the angular velocities of the actors in the simulation. For example, if angmult is (1, 0, 0) then the actors can only rotate on the X axes. These values are multiplied internally by the values from dimension. So, if dimension is 2D and angmult is (1, 0, 0) then the actor will not be able to rotate in any direction because 2D constrains rotation only to the Z axis, and this parameter is constraining it only to the X axis.\n\n angmultx - angmulty - angmultz -",
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      "description": "angmultx - angmulty - angmultz -",
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      "name": "Initialize Sim and Collision Shapes",
      "label": "Initialize Sim and Collision Shapes",
      "group": "General",
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      "type": "float",
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      "description": "initall - Resets all bodies to their initial state (ie. position, orientation, velocity) and recreates their collision shapes. This parameter is equivalent to pulsing each Actor 's \"Initialize Actor\". Creating collision shapes can be time consuming in certain cases, so if it's not need then Initialize Sim should be used instead. Collision shapes need to be recreated if any of the SOPs used to create the collision shape change, or if the instancing OP changes.",
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      "name": "Initialize Sim",
      "label": "Initialize Sim",
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      "description": "init - Reset all bodies to their initial state (ie. position, orientation, velocity). This will not begin stepping through the simulation, it will only initialize. NOTE: This will not reset the collision shapes of any Actor COMPs, \"Initialize Sim and Collision Shapes\" above or \"Initialize Actor\" on the Actor  should be used for that.",
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      "name": "Start Sim",
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      "description": "start - Initialize the simulation and run it (begin stepping).",
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    {
      "id": null,
      "name": "Play",
      "label": "Play",
      "group": "General",
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      "type": "float",
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      "description": "play - Play the simulation. Will step through the simulation when toggled on, but will not when it is toggled off (ie. it will be paused).",
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      "name": "Sample Rate",
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      "description": "rate - The sample rate of the simulation.  The sample rate affects the timestep, which is 1/rate",
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      "name": "Simulation Speed",
      "label": "Simulation Speed",
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      "description": "simspeed - The speed of the simulation. It is a multiplier for the size of the timestep to slow down or speed up the simulation.",
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      "name": "Feedback CHOP",
      "label": "Feedback CHOP",
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      "description": "feedback - (see also: Bullet Solver CHOP) A reference to a  to feedback. The Bullet Solver  will take the transform/velocity channels from the  and override the respective actor's transform or velocity at the beginning of the next simulation step. \nIf you feedback a Bullet Solver  that has no change to the channel values in it, the simulation will act as normal as nothing is being overriden. This allows you do things like the example below. \nFor example, to negate the velocity of every actor in a simulation you could use a Bullet Solver , put that into a Switch  with the second input being the same  only with the velocity channels negated. Then export a button pulse to the switch index and put the Switch  into the Feedback  parameter. Then, when the button is pressed for a single frame (pulsed) the velocities will be overridden and negated.  \nThe only channels required to feedback are the actor_id and body_id channels, all other channels are optional. The channel names should all be the same as in the Bullet Solver . In addition to the channels outputted in the Bullet Solver , force and torque can also be used. The channel names are force[xyz] and torque[xyz]. NOTE: scale cannot be used for feedback.",
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      "id": null,
      "name": "Perform Contact Test",
      "label": "Perform Contact Test",
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      "description": "contacttest - Enables contact testing for all bodies in the simulation. Contact testing is used for the colliding and total_collisions channels on the Bullet Solver . Without this parameter enabled those channel values will not update. NOTE: Contact testing can be slow for lots of bodies.",
      "tooltip": "",
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      "id": null,
      "name": "Always Simulate",
      "label": "Always Simulate",
      "group": "General",
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      "description": "alwayssim - When enabled the Bullet Solver  will simulate (ie. cook) every frame.",
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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": "roll - Using the angle control you can specify a 's rotation as it animates along the path.",
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      "description": "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.",
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      "description": "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.",
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      "description": "up -  - When orienting a , the  is used to determine where the positive Y axis points.\n\n upx - upy - upz -",
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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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      "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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      "description": "material - Selects a MAT to apply to the geometry inside.",
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      "label": "Wireframe Color",
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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 -",
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      "label": "Light Mask",
      "group": "General",
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      "maxValue": null,
      "step": null,
      "menuItems": [],
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "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",
      "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": "2025-08-07T07:49:57.769Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "Object",
      "label": "Object",
      "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": "ext0object - A number of class instances that can be attached to the component.",
      "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": "2025-08-07T07:49:57.769Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": "2025-08-07T07:49:57.769Z",
      "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": [],
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      "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": "2025-08-07T07:49:57.770Z",
      "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": "",
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      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-07T07:49:57.770Z",
      "rawData": {},
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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,
      "menuItems": [],
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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": [],
      "affects": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-07T07:49:57.770Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": "2025-08-07T07:49:57.770Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-07T07:49:57.770Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": [],
      "linkedTo": [],
      "expressionLanguage": "",
      "defaultExpression": "",
      "commonExpressions": [],
      "order": 0,
      "isVisible": true,
      "conditionalDisplay": null,
      "isValid": true,
      "validationErrors": [],
      "lastUpdated": "2025-08-07T07:49:57.770Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": [],
      "menuLabels": [],
      "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": "2025-08-07T07:49:57.770Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "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": [],
      "menuLabels": [],
      "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": "2025-08-07T07:49:57.770Z",
      "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,
      "maxValue": null,
      "step": null,
      "menuItems": [],
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