Constrains objects from one part of the scene hierarchy as if they were children of another part of the hierarchy.
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
The processed output scene.
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
The input scene
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
The scene containing the target location to which objects are constrained. If this is unconnected, the main input scene is used instead.
The scene location to which the objects are constrained. The world space transform of this location forms the basis of the constraint target, but is modified by the targetMode and targetOffset values before the constraint is applied.
Causes the constraint to do nothing if the target location doesn’t exist in the scene, instead of erroring.
The precise location of the target transform - this can be derived from the origin, bounding box or from a specific primitive uv coordinate or vertex id of the target location.
UV coordinate used in “UV” target mode. The node will error if the specified uv coordinate is out of range or does not map unambiguously to a single position on the primitive’s surface unless ignoreMissingTarget is true.
Vertex id used in “Vertex” target mode. The node will error if the specified vertex id is out of range unless ignoreMissingTarget is true. The node will error if the specified primitive does not have a set of uvs named “uv” with FaceVarying or Vertex interpolation unless ignoreMissingTarget is true. The uvs will be used to construct a local coordinate frame.
An offset applied to the target transform before the constraint is applied. The offset is measured in the object space of the target location unless the target mode is UV or Vertex in which case the offset is measured relative to the local surface coordinate frame.
Transforms the constrained object relative to the target location.