ChOp Converter

The Channel Operator Converter allows to do type conversions on values from previous Channel Operators (ChOps).

A Channel Operator Converter in the Maya Node Editor

Creation

Configuration

A Channel Operator Converter defines the following specific attributes. For common attributes see Channel Operator Common Attributes.

Channel Operator Attributes

Convert Mode

How to convert the previous channel operator value. Note that the number of previous channel operators that are taken into account may differs depending on the Operator value.

Available values are:

  • Vector X Component: take a Vector3 previous channel operator, and returns the X component as a float
  • Vector Y Component: take a Vector3 previous channel operator, and returns the Y component as a float
  • Vector Z Component: take a Vector3 previous channel operator, and returns the Z component as a float
  • XYZ Components to Vector: take 3 float previous channel operator, and combine them in a Vector3
  • World Angle To World Direction: take an angle (float) in the world coordinate system and returns a Vector3 containing the direction it represents
  • Body Angle to World Direction: take an angle (float) relative to the entity body orientation and returns a Vector3 containing the direction it represents
  • Move Angle to World Direction: take an angle (float) relative to the entity moving direction and returns a Vector3 containing the direction it represents
  • World Direction to World Angle: take a Vector3 representing a world direction, and returns the angle it's pointing to
  • World Direction to Body Angle: take a Vector3 representing a world direction, and returns its angle with the entity body orientation
  • World Direction to Move Angle: take a Vector3 representing a world direction, and returnsits angle with the entity moving direction


World Direction is a Vector3 representing a direction in world coordinates in the environment.
World Angle is the angle it forms with the world X axis, Body Angle the angle it forms with the entity front axis, and Move Angle the angle it forms with the entity moving direction (speed)