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This SOP blends the transforms found on the first input into the corresponding transforms found on the second input. Both local and world space blending is supported.
The base skeleton.
The blends target skeleton.
Specifies the group of the first skeleton’s joints that you want to blend.
Match By Attribute
When on, the SOP will match the points based on the attribute specified in Attribute To Match.
Attribute To Match
The attribute that you want to use to match up the points on the inputs.
Blend To Attribute
When there is no second input provided, you have the option to blend the current joint transforms to an attribute given by the Pose Attribute parameter.
When there is no second input provided, specifies the name of the point attribute containing the transforms with which to blend.
Specifies which parts of the transform you want to blend, selecting from Translation, Rotation, and Scale.
Determines how the Bias parameter is utilized for the blend.
Set From Attribute
Sets the bias for individual joints with the specified attribute. This mode looks for an attribute from an upstream node to override the Bias parameter and then set the amount of influence the blend has on the output transforms. You can specify this attribute with the Bias Attribute parameter. This mode supports per-point blending.
Scale From Attribute
Sets the bias for individual joints with the specified attribute and scales it by the given bias. This mode looks for an attribute from an upstream node to supply a multiplier value for the Bias parameter. You can specify this attribute with the Bias Attribute parameter. You can then use the Bias parameter and its attribute-scaled bias value to adjust the amount of influence the blend has on the output transforms. This mode supports per-point blending.
The weight of the blend.
Attribute used to dictate local weight of the blend.
When on, the blend takes place in world space. By default, this option is turned off.
Blending between poses in world space will very likely result in changes in the distance between joints because the points follow a straight line in world space as the transforms blend from one to the other. You will only notice the difference when the Bias is set to anything other than 0 or 1.
The skeleton to apply the blend to.
The skeleton with the transforms to blend towards.
The first input skeleton with the blend applied.