Houdini 20.0 Nodes Geometry nodes

Rig Stash Pose geometry node

Store a static pose on a skeleton as a matrix point attribute.

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Since 18.5

This node allows us to store a pose to a either a static or animated input skeleton as a point attribute for use downstream. You can optionally connect the second input to set this pose.





Store the pose to the point attribute specified by Attribute Name.


Find the point attribute specified by Attribute Name and apply this as the current pose on the left-hand input.

Attribute Name

The name of the point attribute that we want to store the transformations in.

Clear Existing Attribute

Clear the existing point attribute before storing the transformations.


This parameter sets what should be used as the initial source for the pose - for example, if an imported mocap animation has a t-pose on the first frame, then using the Time Shift with Frame set to 1 would be a simple way to set the pose. The Stash option is destructive, but provides an immediate way of grabbing the current pose on the first input.

Time Shift

Set the initial pose to the one found at the frame specified.

Stash SOP

Set the initial pose to current pose on the first input.

Match By Attribute

When storing to pose from the second input this option allows you to match the points up by a given attribute, allowing you to store the pose using a skeleton that may be topologically different to that found on the first input.


This option will only be available when the second input is connected

Attribute to Match

The attribute to use for matching points between the first and second inputs when Match By Attribute is on.

Frame Source

Read the frame from the clipinfo detail attribute on the input geometry or set a custom value.


When Method is set to Time Shift, this is the frame that will be stored.

Guide Color

The color of the guide geometry displayed in the viewport.

Post Edit Pose

This multiparm stores any adjustments made to the pose in the viewport.



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


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


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.


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.


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.


Translation along the X, Y, and Z axes.


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


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


Pivot Translate

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

Pivot Rotate

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



The skeleton onto which we wish to store the pose.

Pose Source (Optional)

If connected the pose on the second input will be written to the specified attribute on the first input.



The first input skeleton with the pose stored to the specified attribute.

Stashed Pose

The skeleton with the stashed pose applied.

See also

Geometry nodes