--- title: "Index Operator" url: "https://help.maxon.net/c4d/en-us/Content/html/GVDETAILS.html" section_path: "XPresso > XPresso Nodes > General > Index Operator" element_id: "GVDETAILS" description: "The reason why the ObjectIndex node exists is because when you are using iterators, you cannot directly find out the index, i.e., at which part of the …" --- # Index Operator ![Image: 004672.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004672.jpg) The reason why the ObjectIndex node exists is because when you are using iterators, you cannot directly find out the index, i.e., at which part of the **loop** the iterator is currently located. The ObjectIndex mode allows you to find out the index, thus enabling you to, say, single out a specific element within the iteration loop. Connect the **Instance** output port of the iterator to the Instance input port of the ObjectIndex node. # Example ![Image: 004673.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004673.jpg) > **Tip:** Suppose you are using an **Object List** iterator with seven cubes (see example picture above). Now suppose you want to reposition all of the cubes except the third one. **Well, just chuck the third cube out of the object list,** you might suggest. That's one solution, certainly. However, a more interesting way — and in some cases perhaps the only way — is to use an ObjectIndex node instead. Connect the Index output port to a Compare node and set the Compare node's Function to **!=** and its Input **2** to 2 (an index list starts with 0, hence 2 corresponds to the third cube).\ > Next, connect the Compare node's output to the input port of the node that sets the position for the cubes (see above). Now, when the index reaches 2 during the iteration, the Compare node will switch off the position assignment and the third cube will not have its position changed.