Houdini 20.0 Nodes Geometry nodes

Compute Rig Pose geometry node

Evaluates a multiparm of transform parameters and applies them to the input skeleton.

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Since 18.5

This node is a low-level utility node for applying the transformations described by a multiparm matching the format of the Transformations parameter found on the Rig Pose SOP.

Transformations

Group

The point group to which this multiparm instance will be applied.

Mode

Specifies how the transformation described by this multiparm instance should be applied to the input.

Pre-Multiply

The transformation will be applied on top of the input pose. This is analogous to treating any input local transformations as an object node’s pre-transform.

Post-Multiply

The transformation will be applied in between the input point’s parent transform and its local transform. This is analogous to modifying the pre-transform of an object node. This mode is especially useful if you want to reproportion an animated input using simple translations without compromising any input motion, effectively moving the pivot for the point’s animation.

Override

The transformation will completely overwrite any input local transforms on the points. This is useful if you want to 'zero out' any input animation, or if you are working with the Bake options on the Rig Pose node.

From Rest Pose

The transformation will behave like Pre-Multiply, but any input animation will be replaced by the pose specified in the Rest Pose parameter. This is useful if you want to revert a points transform to a 'rest pose' rather than simply zero out the local transform as is done in Override.

Transform Order

The left menu specifies the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object in the same way that going a block and turning east takes you to a different place than turning east and then going a block.

The right menu specifies the order in which to rotate around the X, Y, and Z axes. Depending on the character, certain rotation orders can make character joint transforms easier to use.

Translate

Translation along the X, Y, and Z axes.

Rotate

Degrees rotation about the X, Y, and Z axes.

Scale

Non-uniform scaling about the X, Y, and Z axes.

Pivot

Pivot Translate

The pivot translation along the X, Y, and Z axes.

Pivot Rotate

The pivot rotation about the X, Y, and Z axes.

Parameters

Promote Parameters

When the node is contained within an hda, this callback will create the correct multiparm entry on the parent HDA’s parameter interface using the values given in the Operator Path and Parameter Name parameters.

Operator Path

The path to the node on on which to look for the parameter specified in Parameter Name.

Parameter Name

The name of the multiparm that contains the transformations.

Rest Pose Attribute

This is the name of the attribute used when the Mode of a given multiparm instance is set to From Rest Pose.

World Space

When active the transformations will be applied to each point outside of any parent-child relationships they may have, so the children of a transformed point will not have their own transforms updated. This behaviour is analogous to the 'Child Compensation' behaviour found on Object nodes.

Preserve Input Shears

When active, any shears present on the input local transforms of any points modified by this node will be preserved when combining applying the parameter transform. When disabled, the node will present a warning that these shears have been discarded when updating the point’s transform.

Parameter Attributes

Output Parameters as Attributes

When active the node will write the parameter values fetched to the point attributes of the affected point.

Internal Attributes

Output Internal Data as Attributes

When active the node will write out the transforms computed internally, useful if you want to consume this data downstream for more advanced setups without having to recompute it.

Inputs

A SOP skeleton.

Outputs

The input skeleton with the pose applied.

See also

Geometry nodes