The Extract Locomotion CHOP removes the root translation and orientation from an animation clip, and places it in a separate set of channels. This node can be useful when preparing animation clips for agent primitives, and provides the same behavior as the Agent ROP.
The input channel names are expected to follow the
transform_name:parameter_name format, where
parameter_name is a name matching
[xr]Ord t[xyz] r[xyz] s[xyz].
The path to a SOP containing an agent primitive. The agent’s rig will be used as the transform hierarchy for the locomotion extraction. If the geometry contains multiple agent primitives, the first primitive in the Group will be used.
Specifies a primitive group for the SOP geometry.
Name of the transform in the hierarchy that controls the locomotion of the character (i.e. the node that has translation channels that move it forward in space).
Optional name of a transform in the hierarchy, which is used to extract an overall rotation using the vector from the Locomotion Node to this transform.
Convert to In-Place Animation
Specifies whether to convert the animation to an in-place clip in addition to recording the locomotion transform.
Project Positions on Dominant Axis
When creating the animation of the Locomotion Node, project the positions along the dominant axis of motion in the XZ plane. If the clip will be used as an in-place clip with the crowd solver, enabling this option can help to maintain hip swaying in the motion.
Input Transform Order
The transform order to use when the
xOrd channel is absent.
Input Rotation Order
The rotation order to use when the
rOrd channel is absent.
Specifies whether the input channels are local or world space transforms.
Prefix to use for the channels that will contain the locomotion transform.
Output Transform Order
The transform order of the output channels.
Output Rotation Order
The rotation order of the output channels.
Specifies whether the output channels should be in local or world space.