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50 Cards in this Set
- Front
- Back
Alembic Archive
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Loads the objects from an Alembic scene archive (.abc) file into the object level.
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Alembic Xform
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Loads only the transform from an object or objects in an Alembic scene archive (.abc).
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Ambient Light
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Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.
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Animation Rig Biped Arm
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Provides parameters to animate the arm for a biped character.
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Animation Rig Biped Hand
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Provides parameters to animate the hand for a biped character.
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Animation Rig Biped Head and Neck
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Provides parameters to animate the head and neck for a biped character.
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Animation Rig Biped Leg
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Provides parameters to animate the leg for a biped character.
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Animation Rig Biped Spine
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Provides parameters to animate the spine for a biped character.
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Animation Rig Character Placer
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Provides parameters to animate the character placer.
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Animation Rig Quadruped Back Leg
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Provides parameters to animate the back leg for a quadruped character.
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Animation Rig Quadruped Front Leg
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Provides parameters to animate the front leg for a quadruped character.
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Animation Rig Quadruped Head and Neck
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Provides parameters to animate the head and neck for a quadruped character.
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Animation Rig Quadruped IK Spine
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Provides parameters to animate the IK spine for a quadruped character.
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Animation Rig Quadruped Tail
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Provides parameters to animate the tail for a quadruped character.
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Animation Rig Quadruped Toes
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Provides parameters to animate the toes for a quadruped character.
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Atmosphere
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Creates a fog effect when rendered.
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Biped Animation Rig
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Provides parameters to animate the biped autorig.
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Biped Deform Rig
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Provides parameters to control the display of the biped autorig.
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Blend
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Switches or blends between the transformations of several input objects.
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Bone
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The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy ...
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Camera
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You can view your scene through a camera, and render from its point of view.
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Debris
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Emits particles from the edges of separating fractured rigid bodies.
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Dop Network
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The Dop Network Object contains a dynamic simulation.
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Environment Light
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Environment Lights provide background illumination from outside the scene.
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Extract Transform
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The Extract Transform Object gets its transform by comparing the points of two pieces of geometry.
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Fetch
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The Fetch Object gets its transform by copying the transform of another object.
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Fur
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Creates fur geometry for rendering with a Mantra Fur Procedural.
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Geometry container
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Container for the geometry operators (SOPs) that define a modeled object.
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Handle
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The Handle Object is an IK tool for manipulating bones.
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Indirect Light
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Indirect lights produce illumination that has reflected from other objects in the scene.
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Instance
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Instance Objects can instance other geometry, light, or even subnetworks of objects.
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Light
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Light Objects cast light on other objects in a scene.
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Light template
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A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.
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Microphone
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The Microphone object specifies a listening point for the SpatialAudio CHOP.
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Muscle
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Creates a smooth muscle surface you can use to deform a character’s skin in a realistic way.
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Null
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Serves as a place-holder in the scene, usually for parenting. this object does not render.
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Path
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The Path object creates an oriented curve (path)
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PathCV
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The PathCV object creates control vertices used by the Path object.
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Quadruped Animation Rig
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Provides parameters to animate the quadruped autorig.
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Quadruped Deform Rig
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Provides parameters to control the display of the quadruped autorig.
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Rivet
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Creates a rivet on an objects surface, usually for parenting.
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Sound
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The Sound object defines a sound emission point for the Spatial Audio chop.
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Stereo Camera Rig
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Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
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Stereo Camera Template
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Serves as a basis for constructing a more functional stereo camera rig as a digital asset.
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Sticky
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Creates a sticky object based on the UV’s of a surface, usually for parenting.
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Sticky Blend
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Computes its transfrom by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.
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Subnet
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Container for objects.
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Switcher
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Acts as a camera but switches between the views from other cameras.
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Three Point Light
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A classic lighting scheme for key, fill and rim lights. Use this light for a basic illumination of objects in a scene.
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Whitecaps
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Emits particles from the leading edges of a Particle Fluid wave, when the sharpness of the wave crest reaches a certain threshold.
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