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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.
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.
Set the initial pose to the one found at the frame specified.
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.
When Method is set to Time Shift, this is the frame that will be stored.
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.
This parameter 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 a Object node. This mode is especially useful when we wish to reproportion an animated input using simple translations without compromising any input motion, effectively moving the pivot for the point’s animation.
The transformation described in this multiparm instance will completely overwrite any input local transforms on the points. This is useful when we wish to 'zero out' any input animation, or when working with the Bake options on the Rig Pose node.
From Rest Pose
The transformation will behave just as in the Pre-Multiply mode, but any input animation will be replaced be the pose specified in the Rest Pose parameter. This is useful when you wish to revert a points transform to a 'rest pose' rather than simply zeroing the local transform as in Override.
The left menu chooses 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 chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.
Translation along XYZ axes.
Degrees rotation about XYZ axes.
Non-uniform scaling about XYZ axes.
The pivot translation along XYZ axes.
The pivot rotation about XYZ 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.
The skeleton with the stashed pose applied.