In the Animation or Rigging menu set: Constrain > Proximity Pin >
This topic covers the options in the Proximity Pin window. To create a proximityPin node, see Create a Proximity Pin.
New Locator | Duplicates the selected transforms as locators called pinInput andconnects them to the proximityPin node's input. (This is the default.) |
Existing Transform | Uses the selected transforms and connects them to the proximityPin node's input. |
New Transform | Duplicates the selected transforms as transforms called pinInput and connects them to the proximityPin node's input. |
Matrix | Adds input plugs to the node
without connecting locators or transforms.
Note: You can also add new input Matrices in the
Attribute Editor.
|
Existing Transform | Uses the selected transforms and connects them to the proximityPin node's output. (This is the default.) |
New Locator | Creates a new locators at the closest points on the surface and connects them to the node's output. |
New Transform | Creates new transforms at the closest points on the surface and connects them to the node's output. |
Matrix | Creates, but does not connect, any input plugs on the node, leaving the connection available. |
The Coordinate System area lets you set how the pin coordinates are derived from the geometry surface. Because Proximity Pin is procedural, you can continue to edit these settings in the Attribute Editor after creation.
Specifies what axis of the coordinate system of the outputs to align with the surface normal. Cannot be the same as Tangent axis.
Relative space modes using UVpin and a Locator: A. World B. Local C. Custom
Space | Function |
---|---|
World |
(Default) Uses the center of the scene as the origin. |
Local |
Uses the geometry space for evaluation. |
Custom |
Use an external matrix as the space for evaluation. |
The Attribute Editor Proximity Pin tab contains extra settings that are not covered in the Connections and Coordinate System sections.
Attribute Editor: A. Pin Tab, B. Manage Pins menu
Select Geometry | Selects the geometry affected by the UV pin. |
Replace Geometry with Selected | Switches the pinned geometry with another selected geometry. |
Create Pins | Creates a new PinOutput node. Select a node (locator/geometry/group, and so on) and the Pin node outputs a pin value, connecting it to the node (depending on the Pin default setting). |
Edit Pin Defaults | Opens the UV Pin window, where you can set new values for the default pins: Existing Transform, New Transform, New Locator, or Matrix. |