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Assets and Transforms
Brian Wandell edited this page Aug 22, 2026
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1 revision
A recipe's assets — the objects in a scene — are stored as a tree: branch
nodes carry position, scale, and rotation; leaf nodes are objects with a
material and a shape. Find an asset with piAssetSearch rather than a
literal name — see Recipe Workflow for a short example.
For the full API — node types, world vs. local coordinates, copying,
grafting, and motion — see the iset3d-assets-and-transforms skill in the
ISET3D repository.
Start here:
-
t_assets.m
— the asset tree,
piAssetSearch, and basic transforms.
Going deeper:
- t_assetsCopy.m — copy an object to multiple positions using instance nodes.
- t_assetsMotion.m — add a motion transform to one asset and render.
- t_assetsSubtree.m — remove and graft back a subtree of the asset tree.
- t_assetsWorldTrans.m — compute positions and rotations in world coordinates, accounting for parent nodes.
Manual run (marked % SkipFile — excluded from the automated tutorial
smoke test as interactive walkthroughs, but still useful):
- t_assetsViewPoint.m — place the camera at one object and look toward another.
- t_assetsWorldRot.m — object- vs. world-coordinate rotation walkthrough.