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This node provides a convenient way of placing 'breakpoints' in your network after performing modifications to a skeleton’s topology (i.e. having added, removed or reparented joints), allowing you to take advantage of optimizations based upon a constant skeleton topology and/or name attribute in your downstream network. A constant copy of the input skeleton is stored based upon either a frame or a manually stashed copy and transfers attributes to this copy from the input.
Any attribute entered in the Freeze Attributes parameter will not be copied from the animation and will remain constant on the output.
Freeze Time Dependent Attributes
Manually stash the input at the current frame.
Take the topology from the input at the frame specified in Frame.
The frame at which to store the topology.
Stash the input topology at the current frame.
Attributes To Freeze
A list of attributes to freeze along with the skeleton’s topology.
Initialize Missing Names
Find any points with an empty name attribute and initialize the name using the Prefix specified. The prefix will be appended by a number that increases per missing name starting at 0.
The prefix to be used for initializing any empty point names.
When Sanitize Names is enabled, the node will check through the the point names, resolving any duplicates and names with spaces - any spaces in a given point’s name will be replaced with an underscore.
Store Input Name As
Store the input name to the specified point string attribute.
Choose how the node handles a failed traversal of the skeleton’s hierarchy
Display a node warning but still allow the geometry to pass through.
Display a node error and interrupt the cooking of the downstream network.
Attempt to traverse the input geometry as a SOP skeleton.
Output Parent Index
parent_idx point attribute with its value set to the point number of a given point’s parent.
Output Child Indices
Output an integer array point attribute containing the point numbers of each point’s children.
Output Evaluation Order
Output an integer point attribute set to the order in which the point appeared in the traversal.
3@transform attribute on the points if missing and initialize to identity.
Convert Instance Attributes
3@transform attribute based upon other point instance attributes, as recognized by the Copy To Points SOP.
p@orient will be used if present.
p@orient is not present then the combination of
v@up will be used, setting the Z-axis of the transform to
v@N and the Y-axis to
If none of the above are present then the orientations will be identity.
v@scale will be used if present.
v@scale is not present then
f@pscale will be used.
Otherwise the scales will be set to identity.
Re-Orient To Child
If enabled the node will perform a simple reorienting of the points transforms to point the vector specified by Vector To Child to the next joint in the chain. If the point has multiple children the average position will be used. Leaf joints will use their parent position as the reference for the orientation.
This action takes place after Convert Instance Attributes if enabled.
Vector To Child
The local space vector of the points' transforms that should point towards the given points child.
Joint Axis Style
Set the style of the axis display. Gnomon
A simple gnomon guide.
A flattened cone per-axis that may be more visible in many situations.
Show Parent to Child
Display a guide for each edge in the input geometry pointing from parent to child.
Set the scale of the guides.
Initialize Scale From Root
Run a heuristic to determine and set the Joint Scale parameter based upon the root joints scale and the size of the skeleton’s bounding box. This can be useful when working with imported skeletons that may have had their units converted.
The skeleton geometry whose topology has been modified upstream.
A copy of the input skeleton with it’s topology 'frozen'.