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Aim

modifiers/aim·v1.5.1
IN:3  OUT:1

The Aim rotates each instance so its Aim Axis points at a target and its Up Axis turns toward an up reference, leaving position, scale and pivot unchanged and keeping the instances on their current P. The aim and the up direction can each be a fixed vector, an object (a position or the centroid of the POP on the second or third input), the closest point of that POP per instance, or a vector attribute on the instance itself, such as PartVel so particles face their motion.

Invert Aim and Invert Up flip either direction, and Constrain Around Up limits the turn to a rotation around the up axis with no tilt. Do Falloff blends the new rotation from the incoming one per instance, instances whose aim attribute is zero keep their rotation, and viewport guides show the aim and up targets.

PAGEGeneral
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
PAGEAim
Aim AttributeAimattrThe vector attribute each point aims along, such as PartVel. Points where it is zero keep their rotation.
Aim VectorAimvectorThe direction to aim along.
Aim PositionAimpositionThe target position for Aim at Object when nothing is connected to the second input.
Display Aim GuideDisplayaimguideDisplay the aim targets in the viewport.
Guide ScaleAimguidescaleSets the size of the aim guide.
PAGEUp
Up AttributeUpattrThe vector attribute each point uses as its up direction. Points where it is zero use the Up Vector.
Up VectorUpvectorUp direction when Up Method is Up Vector.
Up PositionUppositionIn Up at Object mode, the target position used when nothing is connected to the up input.
Display Up GuideDisplayupguideDisplay the up targets in the viewport.
Guide ScaleUpguidescaleSets the size of the up guide.
PAGEOrientation
Invert AimInvertaimFlip the aim direction by 180 degrees.
Invert UpInvertupFlip the up direction by 180 degrees.
Constrain Around UpConstrainaroundupRotate only around the up axis, with no roll or tilt.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesWhether to render the full POPX geometry. When off, only point instances are drawn.
Convert to Point PrimitivesConverttoptprimEnable converting points to point primitives when Render Primitives is off.
SRT / RSTSrtrstSets the transform order, SRT or RST, used when the points are rendered as TouchDesigner instances.
IORead
popxFalloffpoint floatFalloff attribute controlling where and how strongly the effect is applied (default popxFalloff; set by Falloff Attribute).
IOModified
Ppoint vec3Instance position - the aim origin, carried through to the output transform.
Orientpoint vec4Instance orientation. Set so the chosen axis aims at the target, blended toward the original by the falloff.
Scalepoint vec3Instance scale, carried into the output transform.
PointScalepoint floatUniform per-instance scale, folded into the transform.
Pivotpoint vec3Per-instance pivot used when building the transform.
Transformpoint mat3Per-instance 3x3 transform rebuilt from the aimed orientation.
IOCreated
FullTransformpoint mat4Per-instance 4x4 transform including pivot-corrected translation.
Input 0 POP - POPX/POP Geometry
Input 1 POP - Aim Target
Input 2 POP - Up Target
Output 0 POP - POPX/POP Geometry