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transform_joints

Transforms all or any joints, and propagate the transformation changes to all of their respective descendants.

Inputs

skeleton

The skeleton on which to transform joints.

transforms

An array<double4x4> containing the transform values to transform the joints.

joints_to_transform

An array<long> containing the index values of the joints to transform.

If this array is empty, all joints will be updated, assuming the input transforms array size matches the joint_component count.

enable

If enabled, process the joints transformations. Else, skip any computation and outputs the input skeleton as it is.

method

Defines how the transforms input matrices should be interpreted and how the joint transforms should be updated.

  • From Pivot Recomputes all transform matrix components using a new pivot matrix.

  • From Operator Recomputes non-pivot transform matrix components using a new operator matrix.

  • From Local Computes operator matrix and recomputes move matrices using the local space animation result directly.

  • From World Computes operator matrix and recomputes move matrices using the world space animation result directly. This is typically used when working with inverse kinematics.

overwrite

If enabled, overwrites the selected transform component with the input transforms. Else multiplies the transforms over the existing transform component selected from method.

Outputs

out_skeleton

The updated skeleton, containing the 8 array<double4x4> joint transform geo properties.

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