Houdini 20.0 Nodes Geometry nodes

Agent Clip geometry node

Adds new clips to agent primitives.

Since 15.0

This adds additional animation clips to an agent primitive’s definition for driving its skeleton.

The channels within the clip should be of the form transform_name:channel_name where transform_name is a string matching the values found by calling the agenttransformnames() VEX function and channel_name is one of tx, ty, tz, rx, ry, rz, sx, sy, or sz. The channels starting with t denote translation, r denote rotation, and s denote scale. The resulting transforms will be treated as local transforms, such as those returned by the agentlocaltransforms VEX function (ie. they are relative to the corresponding parent transform in the agent’s skeleton).

Parameters

Clips

The number of clips to add.

Group

The points in the input geometry for agents whose definition is to be modified.

Name

The name to identify the clip. All clips in an agent definition must have unique names.

Source

The source to use for the clip to add.

CHOP

The path to a CHOP to use

File

The disk path to a .clip or .bclip to use. As with the Agent SOP, the ${CLIP} local variable can be used as a * placeholder to load a set of files. The name of the clip is inferred by substituting the string matched by ${CLIP} for ${CLIP} in the Name parameter.

Keep External Reference

When Source refers to a filename on disk, this boolean flag indicates whether the external reference should be maintained when the geometry will be saved. If the reference is maintained, then the original source of the clip needs to be available when the saved geometry is used. Otherwise, a copy of the clip will be inlined when saving out the geometry so that the original clip is no longer needed.

See also

Geometry nodes