Can You Get a Schematic Drop From a Duplicate Node
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Schematic Viewport
The 3D Viewports requite you a ways to visually edit your scenes in a fully 3D environment. While groovy for laying out models, information technology'due south not as effective at setting up symbolic relationships betwixt items and their channels. This detail activity is amend suited to the Schematic viewport, a 2nd surround where elements are visually linked, providing a more than intuitive and powerful style to define relationships between elements; building networks of operations that combine to produce a specific event. This is, in a way, like a graphic programming paradigm, where you define a flow of information through the network of elements visually.
In the Schematic viewport, you piece of work with nodes, which are simple 2D representations of items that exist only within the Schematic. Each node signifies an item, an operation, or a function and its associated channels. The combinations of these nodes and their symbolic links create networks known as graphs. You use nodal graphs commonly in rigging (creating simple controls for complex deportment). Modo extends this workflow by using the same functionality for dynamics, particles, and shading as well. Mainly, you use the Schematic viewport with the Channels Viewport and link channels together with a elevate-and-drop procedure.
Navigating inside the Viewport
The default Schematic view is similar to that of the UV view, where yous view and work with flat, ii-dimensional representations of information. You can navigate the view of complex node graphs past way of the navigation icons in the upper-correct corner of the viewport. For example, drag the arrow icon to pan the view, or click the magnifying glass icon to zoom into the view. You can also use keyboard shortcuts to navigate: Alt+click and drag to pan and Ctrl+Alt+click and drag to zoom. Alternately, with a curlicue bike and multi-push button mouse, you can eye-click and elevate to pan and roll the whorl wheel to zoom.
TIP: The Schematic view is simply some other viewport and, therefore, can be split to evidence multiple views (or even cloned) to show a workspace in one view and the contents of an assembly in another view for simultaneous editing.
Adding and Arranging Nodes
When commencement opening the Schematic view (in the Setup interface layout), you see an empty workspace. Modo needs to first know what elements you want to work with. To add the elements, you tin drag any particular from the 3D (OpenGL) Viewport, the list in the Item Listing tab, any attribute in the Properties panel, or the Channels Viewport directly into the Schematic view. You can add multiple items past pressing the Shift key as yous select multiple elements prior to dragging them. You can also click the Add together Selected button at the top of the Schematic view to automatically add whatever selected items or channels.
You can add additional components, such as modifiers or constraints, with the Add carte at the summit of the viewport, which lists all the available item types. Clicking a menu item selects the desired chemical element and adds it to the current Schematic workspace (also as the list in the Items tab). When adding channels, you lot can drag them anywhere in the viewport, and they automatically add together themselves to their respective items. (Doing this adds the associated item node besides if information technology wasn't already there.) On a drag and driblet functioning, if you pause before dropping the item or channels into the viewport, a driblet action menu will appear with a number of contextually appropriate options for the driblet operation.
Once you lot add elements, Modo shows them as a grayness rectangular box (referred to as a node). The node is a bar with an icon and title (the same name equally its representation in the Items tab). Equally yous add related channels, the box expands to encompass them. Yous may observe it easier to piece of work with the nodes by organizing them and arranging them in the view. To do this, click the node header (the name or title bar) and drag it to a new position. Modo tries to snap the nodes into positions in relation to surrounding nodes to place and align nodes for an orderly Schematic.
To remove a node, right-click the node header and choose Remove Node or select the node and press the Backspace key . Pressing Ctrl+Backspace removes all related nodes (if you lot have applied the Dissever Channels control previously). Pressing Shift+Backspace removes all nodes in the current workspace .
TIP: When adding items to the Schematic view, if channel links or custom user channels are nowadays, Modo automatically adds the related channels to the node.
Defining and Editing Node Links
You create links between node connectors with a line representing their association. (Once connected, node layouts are referred to as a node graph.) There are two types of connectors that tin can be linked in the Schematic view between nodes: channel links (represented by circles) and human relationship links (represented past diamonds). Channel links are like to pipes with data flowing from the Output connector of a node (the correct-side connectedness) to the Input connector of the Target (the left-side connection). Relationship connections are different in that they represent a link between the 2 nodes. Channels can only be connected to channels, and relationships can only be connected to relationships. The connections must be uniform as well, you cannot connect a boolean channel with a matrix channel. Modo only allows correct connections to reduce errors.
To create a link between connectors, click any connector and drag to its intended target connector to create a line (often referred to every bit a 'noodle'). If the link is legal, the line turns green when you move the pointer over the target. Illegal connections (ones Modo doesn't allow) modify to red. For all legal connections, releasing the mouse button creates the link betwixt connectors. If the line turns yellow, that line replaces the connection. You can create multiple node links simultaneously by pressing the Shift key to select multiple channels and so pressing Shift again while dragging one of the selected channels to its target.
You can move existing node links by clicking either cease of a link and dragging the line to a new target. Selecting any link prior to creating a new item automatically links the element inline to the selected link. To remove a link, select the line itself (irresolute it to an orange line) and so printing the Delete cardinal or press Ctrl as you click the link.
Often Modo generates a link automatically (such as when creating unproblematic particle simulations). When you add whatsoever pre-linked elements to the Schematic viewport, connectors with linked elements not present in the view show with a xanthous outline signifying the subconscious (minimized) connection. You can brand the connected chemical element visible by double-clicking the outlined connector.
When working with existing links, you can move the pointer over a channel row to see the original and current (driven) values for that connector. Past doing this, you can run across the current value for the channel itself and see the computed value produced past any linked elements. Moving the arrow over an existing link's line displays information technology in the foreground with a Tooltip showing the continued node'south icons on channel row for the aqueduct'southward type (scalar, vector, matrix, or cord) . You tin as well edit node names and channel values by clicking the name or value and typing new information inline.
Workspace and Associates Navigation
In that location are two view types in the Schematic viewport: workspaces and assemblies. A workspace is the main area where you create and piece of work on node graphs. You can also experiment and examine existing scene setups. Only a unmarried node graph tin can be visible at any time in a Schematic viewport. The visibility is determined by the view navigation buttons in the upper part of the viewport. Y'all can create and view as many separate workspaces as desired and compartmentalize them in hierarchies every bit necessary for organizing scenes. Y'all can extract whatever node graph or portion of a node graph created inside a workspace into an individual assembly. Y'all can view assemblies and navigate them in the aforementioned way as you exercise with workspaces.
You can open up the Selector list (the wide push) to select from the currently available workspaces and assemblies. When opened, the list shows all the root level workspaces and assemblies defined in the scene (those that have no parent assemblies). (Child assemblies or workspaces are only visible inside their own hierarchies.) By selecting the desired workspace or assembly, y'all run into the node graph as the active graph in the viewport. You can create new workspaces and assemblies and navigate and define hierarchies for multi-workspace and assembly setups by using the buttons next to the Selector list.
Clicking the push with the six small white boxes switches the view to Overview mode. This view shows all the workspaces and assemblies in the current scene. Here you can define hierarchies by dragging any workspace or assembly onto that of another to make it a kid of the item it is dragged to. Assemblies and workspaces that have a bureaucracy beneath them prove a small hierarchy badge icon in the lower-right corner of their Overview node graphic. This icon indicates that it has child workspaces or assemblies. You tin can likewise navigate to any existing workspace or assembly from this view past double-clicking a workspace or assembly node to make that workspace (or assembly) the agile workspace.
Yous can navigate hierarchies of workspaces or assemblies directly with the arrow buttons to the correct of the Selector list. The starting time button displays a bureaucracy layout of the electric current active workspace or assembly. With this view, you can see how workspaces and assemblies relate and can double-click to make any node agile in the viewport. Clicking the Left arrow navigates back to the terminal view. Clicking the Upward arrow shows the parent detail and the Down arrow shows the kid item. (You tin also utilise keyboard shortcuts: Alt+Up/Alt+Downwardly arrow keys and Alt+Left/Alt+Right arrow keys to navigate betwixt sibling nodes in a hierarchy.)
You lot can use assemblies to package upwardly parts of a graph into a single node and to simplify a node layout graph or equally a way to create re-usable assets within a scene (or as a preset to place in other scenes). You can view the contents of any assembly (or sub-assembly) by double-clicking it within the workspace or the Overview view. Doing this shows the contents of the assembly, which is identified past the darker background and the input/output channels. The input/output channels are located on either side of the graph and are color coded: light-green for input and imperial for output. Clicking the + (plus) icon in these areas creates a new user channel on the assembly as additional inputs or outputs to the assembly's contents.
Instancing and Mirroring Assemblies
Past instancing assemblies you create multiple copies of a setup (or rig) without needing to duplicate the entire contents of the assembly or without having to manually update all the copies if the original assembly changes. You identify which items are inputs and which are outputs in the original associates. (For example, a suspension rig might have a root item that'southward parented to the chassis as an input and the hub or wheel every bit an output.) When yous instance an assembly, Modo simply instances the items marked as inputs or outputs. (Creating replicas for certain items is an selection.). You can likewise mirror an assembly. (For instance, you could create a interruption setup and have the other side of a car automatically mirrored. Modo propagates any changes to the original setup to the mirrored Instance.)
To case an assembly, either right-click the assembly node within a workspace or within the Overview and choose Example. This creates an instanced duplicate of the items in the Items listing , only the node itself has a bracketed number reflecting the number of instances (such as MyAssembly [+3] for 3 instances). Double-clicking the assembly opens it and, along the lesser of the viewport, the instances show as numbered assembly nodes. To specify how to mirror the assembly, right-click the specific instance and choose Mirror > how to mirror the assembly. Modo mirrors the assembly as directed, such as which centrality to use and whether to mirror over the Local (center position) centrality or the Globe position (origin) axis.
Assembly Inputs and Outputs
Inputs are the items or channels that drive the inner workings of the assembly. Almost often these are the items that you manipulate to command the rig and the items that you utilise to position and orient the rig within the scene (such as an assembly root particular). An instanced assembly that has no defined inputs is a directly copy of the Source assembly, and it 'sits' directly on top of its source in the 3D views. Whatever move on the Source assembly is mimicked in its instances. Y'all use the inputs to establish contained behavior with the instanced assemblies. For example, by assigning the root particular of an assembly as an input, you can have all the assembly'due south instances be positioned independently in the scene.
Some other example would exist assigning the IK goal of an IK chain equally an input and, therefore, allowing all the instances to be controlled independently. You can assign items as an input by right-clicking the item node header and choosing Assign Item as Input. You can as well assign private channels as inputs for an associates by correct-clicking the channel and choosing Betrayal Channel. This creates a new user channel of the same type, adds it to the assembly Group Item, and assigns a channel link made to the selected channel. Also, by doing this, you lot can accept associates groups used as sub-assemblies (or blackness boxes), where internal processes are controlled by a few input/output channels. Alternately, channels can be exposed equally inputs by dragging and dropping ane or more channels directly over the plus sign icon of the Associates.
The outputs in an assembly are items that are driven (either directly or indirectly) by the assembly, and are instanced and visible in the 3D views. Mesh items default every bit outputs in an assembly; you can assign other items to outputs by right-clicking the item node header and choosing Assign Item every bit Output. Doing this adds an instance of that item to each of the assembly instances in the scene. Y'all cannot manipulate output items in the instanced assemblies directly (for example, past using the Transform tool); however, output items inherit animation from their Source items.
An item cannot exist both an input and output for an assembly. Items assigned as outputs cannot be manipulated in whatsoever instances of the assembly; however, if you add one or more than of the transform items for the output as inputs to the assembly, so FK manipulation, channel linking, and and so forth do work.
TIP: Associates root items are special locators to assist keep the items in an assembly organized and that make the assembly easier to manipulate in the acene (especially when working with instanced and mirrored assemblies). Parent whatsoever items within the associates to this root element. You can create an assembly root detail within a workspace or an assembly by right-clicking and choosing Create Associates Root Item or by correct-clicking the node header for an existing locator and choosing Assign as Assembly Root Item. Associates root items are colored, so they are like shooting fish in a barrel to identify within the Schematic view.
Viewport Options
You can observe the options that control the display of elements inside the viewport by clicking the Options icon (the gear icon in the upper-right corner of the viewport). In the Options panel, all options are toggles. A checkmark indicates that the function is enabled; no checkmark indicates that the function is disabled.
Draw Links Backside Nodes: When enabled, the resulting link lines are drawn backside the node panels. Yous tin can move the arrow directly over an individual connection line to temporarily make it visible in front of the node. When disabled, the lines e'er appear in front of the nodes.
Display Mesh/Material Preview: When enabled, a quick preview icon displays in the header of the node console for meshes and materials. When disabled, no icon displays.
Display Group Assembly Preview: When enabled, a quick preview icon displays in the header of the node console for groups and assemblies. When disabled, no icon displays.
Brandish Edit Colors: When enabled, editing colors for items display every bit node panel outlines. When disabled, the outline colors do non display, but the Items list still shows colored item layers .
Allow Partial Node Selection: When enabled and doing a marquee selection of nodes in the Schematic view, the marquee need simply bear upon the node to select it. When disabled, the marquee must completely surround the node to select it.
Stretch Nodes for Long Names: When enabled, the the node panels widen to adjust long names. When disabled, node names are truncated to fit the standard node width. (The long name is always visible in the Tooltip.)
Bear witness all Assemblies in Overview: When enabled, all assemblies in the scene are visible in the Overview and not but the assemblies at the root level. When disabled, merely the root level assemblies are visible in the Overview.
Hover to Magnify Nodes At: Controls the zoom level of the machine-magnify function to arrive easier to work on circuitous node graphs. When the viewport is scaled at or below 85% (the default value), moving the pointer over the scaled node temporarily enlarges information technology to 100%. This is useful when dragging connectors from one side of a graph to another. Zoom out and move the arrow over the Source node. When scaled, click the aqueduct hub to initiate the link and then elevate to the Target node. When the pointer is over the Target node, it as well scales for y'all to come across a full-sized view to connect the channels. (This also works with multiple links if you press the Shift primal to select the channels.)
Shortcut Menus
The Schematic viewport has a multifariousness of shortcut menus to utilize when you right-click a specific element. Depending on what element yous click, you come across a different carte du jour with commands specific to that task.
Right-clicking an empty expanse of the workspace or associates background opens this carte du jour.
Create Assembly: Opens the Schematic Create Associates dialog to packet the selected node(s) into a single assembly node that simplifies the graph and makes the setting more portable for re-use elsewhere. You tin double-click the resulting assembly to view and edit its contents.
Create Assembly Root Item: Creates a special locator item that you can assign as the parent in a hierarchy to the items in an assembly. It becomes the root of all the elements inside. This makes the elements easier to dispense in the 3D Viewport — especially when working with instanced and mirrored assemblies. This must be assigned as an input detail. Modo draws the assembly root item in the Schematic viewport with a green indicator and in the 3D Viewport as a green box for easy identification.
Select Agile Workspace/Assembly: Selects the active workspace or assembly in the Groups palette . Modo indicates all related elements to denote its selected state.
Rename Active Workspace/Assembly: Opens a dialog for you to rename the current agile workspace or assembly. Once inverse, the name is visible in the various menus and in the Overview view.
Add Input/Output Channel: Opens the Add User Channel dialog and connects the resulting channel as an exposed input or output to the associates.
Add together User Channel: Opens the Add together User Channel dialog for y'all to create custom channel types that can be connected for various rigging purposes. Run across the Add User Channel topic for more than details.
Update All Thumbnails: Forces Modo to refresh all node icons and to update them to their current states if they have changed. You must have Brandish Mesh/Textile Preview enabled equally a viewport pick to see icons on nodes.
Move Node(due south) into Parent Assembly: Moves ane or more nodes from the current assembly to its parent.
Remove Item(due south): Removes the selected item(s) from the scene.
Remove Node(s): Removes the selected nodes(s) from the Schematic viewport.
Move Node(southward) To: Moves all selected elements to the specified location in the submenu. The submenu lists all the current workspaces and assemblies.
Copy Node(s) To: Copies the selected node(due south) to the specified location in the submenu. The submenu lists all the electric current workspaces and assemblies. The copied nodes nonetheless reference the aforementioned initial Source detail and changes made in the copy are reflected in the original node because both nodes reference the channels from the same source particular. (The detail, itself, is non being cloned — simply its representation.)
Clear: Removes all nodes from the workspace or associates. This command essentially resets the viewport to its initial, empty land.
Right-clicking a link connection line opens this menu.
Relocate Linked Input/Output Nodes(southward): Autopositions the node within the Schematic viewport for the incoming or outgoing link(s).
Select Linked Input/Output Node(s): Automatically selects the nodes of the incoming or outgoing links.
Add Channel Modifier: Adds the specified channel modifer to the schematic graph. The submenu lists all the Channel Modifiers that tin be added.
Delete Link(s): Removes the connector line betwixt nodes and eliminates the link.
Right-clicking a node header (title) opens this bill of fare.
Create Assembly: Opens the Schematic Create Associates dialog to parcel the selected node(due south) into a unmarried assembly node that simplifies the graph and makes the setting more than portable for re-use elsewhere. Y'all can double-click the resulting assembly to view and edit its contents.
Rename: Makes the name of the Target assembly editable inline.
Editor Color: Defines a layer color for identifying and organizing items. This shows in the Schematic viewport equally a colored outline around the node console.
Assign equally Assembly Root Item: Converts an existing locator item into an assembly root item locator. This is a special kind of locator that you can assign as the parent in a hierarchy to the items in an associates. Therefore, information technology becomes the root of all the elements within. This makes the elements easier to dispense in the 3D Viewport — especially when working with instanced and mirrored assemblies. This must be assigned as an input item. Modo draws the assembly root item in the Schematic viewport with a green indicator and in the 3D Viewport every bit a green box for easy identification.
Assign Item(southward) as Input: Assigns 1 or more of the items inside an assembly every bit an input for you to control which of the items inside the assembly are instanced with the assembly (appear in the Items listing every bit instances). You can independently transform items designated as inputs as instances (relative to their root).
If you lot divers the associates root detail as the input, past using this command you can position the instanced assembly independently of its source. If you define additional items as inputs, they announced in the Items list , and you lot can select them and transform them independently as well (relative to their root).
Assign Item(s) as Output: Assigns one or more of the items within an associates every bit an output for you to control which of the items inside the assembly are instanced with the assembly (appear in the Items list equally instances). Mesh items default to beingness outputs. Items designated every bit outputs cannot be independently transformed in the resulting instances, but are driven by the Source particular and duplicate its transforms. If parented to a bureaucracy nether an associates root item, the instanced item transforms relative to the root's position (if the root is defined as an input).
Assign Transform equally Input/Output: Allows selected transform channels (such as position, rotate, and scale) to be designated as inputs or outputs independently of the particular's designation.
Expose Input/Output Relationship: Exposes a relationship connector on a node inside the associates then it tin drive or be driven from exterior the associates.
Remove Item Assignments: Removes whatsoever input or output consignment applied to an item.
Remove Transform Assignments: Removes any transform input or output assignment applied to an detail's transform channels.
Unexpose Input/Output Relationships: Removes an exposed relationship and prevents the aqueduct from driving or being driven from outside the assembly.
Add together Channel: Opens a menu with all the un-added channels for the associated detail for you to add additional channels to the node without having to elevate them or select them in the Channels viewport.
Combine Channel: Moves all selected channels for the selected particular from their original nodes into the recently selected node.
Add User Channel: Opens the Add User Channel dialog for you to create custom channel types that can be connected for various purposes. Run into the Add User Channel topic for more details.
Movement Transform: Changes the club of the selected Target transform channel (for items that have related transforms) as indicated in the the submenu.
Update Thumbnail: Forces Modo to refresh the thumbnail epitome. You must take the Display Mesh/Textile Preview viewport pick enabled to encounter icons on nodes.
Replace Thumbnail with Image: Opens an OS-specific dialog for you to select a saved image to supersede the current icon representing the node. If the selected image is larger than 128x128, Modo resamples information technology to that size.
Replace Thumbnail with last Render: Replaces the current icon image with the concluding render in the Render list of the Render Brandish viewport. Modo must have created the return during the current session . If the rendered epitome is larger than 128x128, Modo resamples it to that size.
Remove Node(s): Removes the selected nodes(southward) from the Schematic viewport.
Move Node(s) To: Moves all the selected nodes to the specified workspace or associates. The submenu lists all the current workspaces and assemblies.
Copy Node(s) To: Copies all the selected elements to the specified location. The submenu lists all the current workspaces and assemblies.
Delete: Removes the node and its associated particular from the scene.
Right-clicking a node header (championship) for an assembly opens this menu.
View: Switches to view any selected associates.
Rename: Makes the name of the Target assembly editable inline.
Editor Color: Defines a layer color for identifying and organizing items that display in the Schematic viewport as a colored outline around the node console.
Move node(s) into Associates: Move the selected node(s) into the selected assembly.
Case: Creates a virtual re-create of an assembly (which references its master associates) that can be used elsewhere in a schematic graph, workspace, or assembly. You lot can simply apply this command to an associates node from the workspace or in the Overview view.
Mirror: Inverts an instanced assembly across the user-defined axis specified in the submenu. This is useful for making multiple identical items that mirror (such as the wheels of a car or the IK leg setup of a spider). The submenu lists the Local centrality (the root item's heart point) or the World centrality (World Origin). If in that location is an assembly root detail in the associates, then Modo uses its location and orientation as the mirror centrality.
To mirror an assembly, you must instance it first. So, by opening the root associates (double-click the assembly in the Overview view), the individual instances appear in a new department toward the bottom of the viewport. By right-clicking the Target example, you lot can and then choose Mirror. Once y'all assign mirroring, you tin position the resulting mirrored assembly past using the exposed channels or by positioning the root locator.
Select Root Input Item(s): Selects all locator items in the associates that are assigned as inputs and that take no parent nowadays in the assembly.
Add User Channel: Opens the Add together User Aqueduct dialog for you to create custom channel types that tin can be connected for various purposes. Come across the Add together User Channel topic for more information.
Salve Assembly: Opens an OS-specific dialog for you to salvage the assembly as a preset. If saved to the Presets directly, you lot can then afterward drag the resulting assembly preset from the Preset Browser directly into a new scene.
Supercede Thumbnail with Image: Opens an Bone-specific dialog for you to select a saved paradigm to replace the current icon representing the node. If the selected prototype is larger than 128x128, Modo resamples it to that size.
Replace Thumbnail with last Render: Replaces the current icon image with the last return in the Render list of the Return Display viewport. Modo must have created the render during the current session . If the rendered image is larger than 128x128, Modo resamples information technology to that size.
Remove Node(south): Removes the selected nodes(due south) from the Schematic viewport.
Motion Node(s) To: Moves all the selected nodes to the specified workspace or assembly. The submenu lists all the current workspaces and assemblies.
Copy Node(s) To: Copies all the selected elements to the specified location. The submenu lists all the current workspaces and assemblies.
Delete: Removes the assembly from the scene and all items contained in it.
Right-clicking a node connector dot opens this carte (for both input and outputs).
Betrayal Aqueduct as Input/Output: Makes the selected channel visible on the assembly node so you tin can link other external nodes to information technology.
Remove Channel Exposure: Hides exposed channels and so they are no longer visible on the assembly node.
Add Linked Output Nodes: Finds whatsoever nodes that are linked to the selected channels or relationships and brings them into the current workspace or assembly.
Right-clicking any channel inside a node panel opens this menu.
Expose Aqueduct equally Input/Output: Makes the selected channel visible on the assembly node and so you can link it to other external nodes.
Remove Channel Exposure: Hides exposed channels and so they are no longer visible on the associates node.
Separate Channel: Separates the channels out from a node to their ain node panel that tin be positioned independently for easier graph construction. Modo draws three small dots under both node panels to betoken the separated country.
Add Channel: Opens a menu that allows you to select from any of the items bachelor channels and add them to the node directly when selected.
Edit Channel Value: Makes the aqueduct value of editable inline.
Rename Exposed Channel: Makes the user channel name editable inline.
Change User Channel Types: Opens the Alter Channel Type dialog to modify the type of a user channel (for case, changing a Scalar aqueduct to a Boolean channel).
Edit User Channel: Opens a form for editing the properties of a user aqueduct's definition.
Add User Aqueduct: Opens the Add User Channel dialog for creating a custom channel blazon that yous can connect for diverse purposes. See the Add User Channel topic for more information.
Assign Handle: Works in conjunction with the Aqueduct Handles office to assign the selected channel to the appropriately created handle. Run across the Channel Handles page for more information.
Remove Channels from Node: Removes the channels from the channel row of the node console, only the channels are however active within the Channels viewport of the related Item.
Delete Channel: Removes the user channels for the selected item.
Remove Item(s): Removes the selected item(s) from the scene.
Remove Node(due south): Removes the selected nodes(south) from the Schematic viewport.
Move Node(s) To: Moves all the selected nodes to the specified workspace or assembly. The submenu lists all the current workspaces and assemblies.
Copy Node(southward) To: Copies all the selected nodes to the specified workspace or associates. The submenu lists all the current workspaces and assemblies.
Create New Workspace: Clicking this push button opens the New Schematic Workspace dialog where y'all tin can create and name the new empty workspace. You can also define whether you lot want information technology to become the currently active workspace. In a new scene, if in that location is null in the active workspace when y'all create a new workspace (an empty workspace), the newly created workspace becomes the initial workspace. All other new workspaces thereafter are in improver to the initial workspace.
Create New Assembly: Clicking this push button opens the New Schematic Assembly dialog where you can create and proper noun a new empty assembly and specify it to be the currently active associates for editing.
Create New Sub-Associates: Clicking this push button opens the New Schematic Sub-Associates dialog where you can create and name a new empty sub-assembly (a child in the hierarchy of the currently active assembly). Yous can define whether you desire it to be the currently active associates for editing.
Creating Assemblies from a Graph
In one case you have a working graph or even a portion of a graph set up, you can create an assembly from information technology. Assemblies are useful to simplify very complex graph layouts by compartmentalizing multiple nodes into a single node. Yous can also create assemblies to split parts of a graph for arrangement to be able to work on each area independently. You lot tin can also treat assemblies as assets to salvage and re-use subsequently. To create an assembly, in the graph select each of the nodes that you want to include. Then right-click a bare area of the background and choose Create Assembly . In the Schematic Create Assembly dialog, provide a name. You tin can create an assembly equally a normal assembly or as a sub-assembly. To create a sub-assembly, select the Create as Sub-Assembly checkbox. (The new sub-assembly becomes part of the current graph; otherwise, Modo creates a standalone root level assembly.) In both cases, Modo removes the selected nodes from the graph and adds them to the new assembly. To create channels on the new grouping for each channel link to or from a aqueduct within the group, select the Expose External Channels checkbox. (It is only applicable to sub-groups and is useful for creating assemblies that tin can be re-used elsewhere — a black box that you can connect without knowing about the internal processes.) Click OK to create the new assembly. If it was a standalone assembly, the view changes into the Assembly view to show its contents.
Creating Sub-Assembly Walk-through
Select the elements that make upward the sub-associates. This shows the + (add) and 10 (multiply) nodes.
Right-click an open area of the workspace and choose Create Assembly.
Clicking OK changes the selected elements into the sub-assembly.
You can view the contents of any sub-assembly by double-clicking the named associates node .
NOTE: Within the scene'southward file construction, Modo stores the actual data for schematic graphs in a special group type in the Groups viewport. Inside that viewport you can run across the options for assemblies. These are the same groups that testify in the Assembly style of the Schematic viewport. You can create new assemblies by using the New Group button. Using this push creates a new bare display in the schematic. The schematic always shows the most recently selected assembly. (You cannot create workspaces, although viewable, inside the Groups viewport.).
NOTE: The concept of using the Schematic viewport is easy enough to understand for creating links from one node to another, only the concept of rigging and blitheness control edifice overall is very complex.
Source: https://learn.foundry.com/modo/901/content/help/pages/animation/schematic_view.html
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