Shape nodes are not equivalent to operators but the primitive itself (the parent of the operator stack with a P icon on the explorer).
In the Softimage SDK we have access the primitive of an object by calling obj.ActivePrimitive, I guess the initial idea was to implement more than one primitive per object (that's why 'active' is in the name!?) but it never happened. Maya has the same concept implemented in the form of shape nodes, the main difference is that it supports more than one and you have access to parent/unparent them into a transform node by using the parent command (e.g. a geometry instance is done by sharing a shape node on several transforms). On Sat, Feb 28, 2015 at 8:28 AM, Jason S <[email protected]> wrote: > > Otherwise, indeed sound sounds like the "shape" is like what can be the > "*polygon > mesh*" (or other geo type) "*operator*", > just under what is encapsulated as "*an object*" or one "thing" in Soft. >

