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This node imports a character from the Scene (OBJ-based) level to provide a full geometry-based character that can be then be directly deformed by a Bone Deform SOP. The primary purpose of this node is provide a bridge from traditional OBJ-based characters for processing by the KineFX motion retargeting toolset which manipulates animated geometry-based skeletons.
This node will bake the animation internally and so after the first import, its animation will not change until the Reload button is pressed.
Path to the object subnetwork containing the character rig.
When enabled, the Character Rig path is used to specify which nodes to import by traversing its outputs instead of its children.
Optional mask to further restrict which object node types will be imported. Disable the toggles to prevent baking particular types.
Only import objects whose display flags are on. If you turn this off, all nodes in the character rig are imported into the animation clip.
Specifies a name for the animation clip.
This is saved to the
clipinfo detail attribute.
Point color to use for the skeleton joints.
Reloads the agent definition.
The time units for specifying animation parameters.
The timing parameters below will be specified in seconds.
The timing parameters below will be specified in frames.
The time (in seconds) to import the animated pose from.
The time at which the animation starts, earlier poses will be clamped to this value.
The time at which the animation ends, later poses will be clamped to this value.
The time at which the specified animation will begin to playback.
The number to import the animated pose from.
The frame at which the animation starts, earlier poses will be clamped to this value.
The frame at which the animation ends, later poses will be clamped to this value.
The frame at which the specified animation will begin to playback.
Sets the speed factor for the playback of the animation. This is applied after any clamping is performed from the Animation Start/End parameters.
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.
The character’s rest geometry.
Typically, this will contain polygons with the
boneCapture point capture attribute, which can be deformed using the Bone Deform SOP.
The character’s capture pose.
Each joint in the skeleton is represented by a point, where the
matrix3) attributes contain the joint’s transform.
name attribute contains the joint’s name, and is matched up with the capture paths in the rest geometry’s
boneCapture attribute when deforming the skin.
The skeleton’s hierarchy is represented by two-point polygons between the points for each child joint and its parent.
The character’s animated pose, which is represented in the same manner as the Capture Pose.