The Character I/O SOP is designed to streamline the common operation of packing a Character stream, saving it to disk, and giving an option to use the saved sequence rather than the live sequence.
Choose the storage method for the Skin input.
Do not save the Skin input to disk.
Save the Skin input to disk at a specific frame.
Specify the frame at which to save the Skin input to disk.
Save the Skin input to disk at each frame.
Rest Skeleton Storage
See Skin Storage
Deform Skeleton Storage
See Skin Storage
The MotionClip will more efficiently store the Deform Pose animation on disk as a single packed primitive. Make sure that the Valid Frame Range parameter on the node is set to Save Current Frame when saving the Deform Pose as a MotionClip. Otherwise, you will store the whole animation data on each frame.
Load from Disk
Switches between importing character from SOPs and loading the character from the geometry file.
If you start a render, it will always use the Import option, ignoring this parameter.
How this node reads/writes the geometry to/from the disk file.
This parameter is only enabled when Load From Disk is disabled.
Writes the file if it doesn’t exist, reads it if it does exist.
This is useful for caching, where the node will write the cache to disk the first time it cooks, and use the cache file from then on.
To force a refresh of the cache, manually delete the file on disk.
Reads the geometry from the file. If the node’s input is connected, it’s ignored.
Writes the input geometry to disk.
No file access will occur. Pass through the input geometry to the output, like a Null surface node.
Where to load the fields from when in Load from Disk mode. This also controls where the Geometry ROP will save the fields.
Save to File
Load From File