Here, the settings global to the bcs node are configured.

Click an item on the image to jump to its description.
If this check box is activated, changes to the input
geometry are ignored.
Warning
NEVER touch vertices of the base geometry while Freeze
Input is turned on. If you do, you won’t see the changes you make
with the vertices. When reloading the scene (or changing the Freeze
Input state), chances are you get shocked by what you see, since it
will not be what you saw the last time you worked on the scene.
Advanced Info
Moving points of an object with just a bcs in its history will
actually move the points of the (invisible) intermediate
object (which is the input geometry).
When loading a scene, the bcs node will read the input geometry. Since
it didn’t have the most current data as you last saw it, the bcs will
have different input geometry data after the reload. Thus, the output
will be different.
|
Hint
To solve this, don’t change anything in the scene. You should disable
Freeze Input temporarily.
Now select all vertices of the base geometry and click the CVs
(click to show) item in the Channel Box. Select all fields (all
rows in all three columns) and set them to 0.
If this didn’t solve it, select the first tweak node in the
construction history of the object (before the bcs) and set its
envelope to 0.
The last step should be to enable Freeze Input again.
|
There could be a second case where the Freeze Input option does
something unexpected. If the object has changing history
before the bcs node. In this case, the changes of the history will
be ignored and only visible after a reload. The solution is to not have
changing (animated) history before the bcs. Skinning and other history
should be added after the bcs.
|
Warning
Freeze Input should always be checked. Uncheck it only when you know what
you’re doing. Unchecking will lead to severe performance decreases even
when you just want to move the deformed object or one of the dataPoint
geometry objects.
|
This is used for automatically creating the unilateral
sub-dataPoints. These are created using a
falloff you can specify for each bilateral
dataPoint. The falloff axis defines the axis across which
the dataPoint should be split. If your object faces in z-direction, set the
axis to X. When your object faces in x-direction, use the Z axis as the
falloff axis.
|