Houdini 20.5 Nodes Geometry nodes

FBX Animation Import geometry node

Import animation from an FBX file as a geometry-based skeleton.

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Since 18.5

Parameters

Import

FBX File

Path to the FBX file to import.

FBX Clip Name

The name of the non-default animation clip to import.

An FBX file may contain multiple clips, and this parameter is used to choose the particular clip to import.

New Clip Name

When turned on, sets a new name for the clip instead of using the original clip name from the FBX file (FBX Clip Name). This name is saved to the clipinfo detail attribute.

Root Node

By default, the entire scene’s animation is imported. Use this parameter to import a subset of the scene hierarchy starting from this root node.

Color

The point color used for the output skeleton’s Cd point attribute.

Convert Units

When turned on, the imported scene is scaled to convert from the FBX file’s measurement unit (default centimeters) to the Houdini scene’s measurement unit, as specified in the Houdini preferences Edit ▸ Preferences ▸ Hip File Options (default meters).

Import User-Defined Attributes

When turned on, user-defined properties from the FBX File are imported and stored as fbx_custom_attributes point attributes.

Output

Specifies the type of pose to output for the skeleton.

Animation

Outputs the animated poses using the parameter values on the Timing tab.

Rest Pose

Outputs the default pose without animation.

Reload

Reload from the FBX file.

Timing

Method

The time units for specifying animation parameters.

By Time

The timing parameters below will be specified in seconds.

By Frame

The timing parameters below will be specified in frames.

Time

The time (in seconds) to import the animated pose from.

Animation Start

The time at which the source animation starts, when Method is set to By Time. Earlier poses will be clamped to this value. When turned off, this value is taken from the source animation where available. If it has no range information, Houdini’s scene start ($TSTART) value will be used.

Note that no clamping is done when this is turned off.

Animation End

The time at which the source animation ends, when Method is set to By Time. Later poses will be clamped to this value. When turned off, this value is taken from the source animation where available. If it has no range information, Houdini’s scene end ($TEND) value will be used.

Note that no clamping is done when this is turned off.

Playback Start

The destination time at which the specified animation will begin to playback, when Method is set to By Time. When turned off, Houdini’s scene start ($TSTART) value is used.

Frame

The frame number to import the animated pose from.

Animation Start

The frame at which the source animation starts, when Method is set to By Frame. Earlier poses will be clamped to this value. When turned off, this value is taken from the source animation where available. If it has no range information, Houdini’s scene start ($FSTART) value will be used.

Note that no clamping is done when this is turned off.

Animation End

The frame at which the source animation ends, when Method is set to By Frame. Later poses will be clamped to this value. When turned off, this value is taken from the source animation where available. If it has no range information, Houdini’s scene end ($FEND) value will be used.

Note that no clamping is done when this is turned off.

Playback Start

The destination frame at which the specified animation will begin to playback, when Method is set to By Frame. When turned off, Houdini’s scene start ($FSTART) value is used.

Speed

Sets the speed factor for the playback of the animation. This is applied after any clamping is performed by the Animation Start and Animation End parameters.

Attributes

clipinfo

This detail attribute records the current animation range and sample rate, as well as the original animation range and sample rate of the imported animation.

name

Point attribute containing a unique name across all points used for identification. This is derived from the corresponding FBX node name. However, FBX node names may not be unique. For these cases, the names will be suffixed with 1, 2, 3, etc.

path

point

Contains the hierarchical path to the FBX node that corresponds to the point. The FBX Animation Output SOP node uses this attribute when determining where to export the point’s transforms.

If the rest geoemtry input contains a primitive path attribute, then it is also used to similarly for creating the corresponding FBX node hierarchy. Furthermore, any intermediate nodes that start with LODGroup will be created as LODGroup FBX node instead of as a Null. This allows the meshes to be interpreted as LOD meshes by supporting applications like Unreal.

fbx_custom_attributes

point

Contains a dictionary of user-defined custom properties for the FBX node that corresponds to the point. The dictionary includes both static and animated values evaluated over time. This attribute is created when the FBX Animation Import SOP or FBX Character Import SOP nodes import an FBX file.

scaleinheritance

This point attribute specifies the scaling behavior when performing local transformations. For more details on these values, see combinelocaltransform and extractlocaltransform.

transform

This 3×3 matrix point attribute specifies the world transform for the point. While the world position of the point is still P, this transform encodes the world transform’s rotation, scale, and shear components.

Outputs

Skeleton

An animated skeleton with data parsed from the motion capture files.

See also

Geometry nodes