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.