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The character is imported from the
Skeleton and any skinned primitives underneath a USD
Specifies whether the source USD stage is from a LOP node or USD file on disk.
Specifies the path to a LOP node. The geometry will be imported from the USD stage output by this node.
The path to a USD file on disk.
SkelRoot Primitive Path
The path of a
SkelRoot primitive in the USD stage.
If the path is empty, the first
SkelRoot prim in the stage will be used.
Specifies a name for the animation clip.
This is saved to the
clipinfo detail attribute.
The point color used for the output skeleton’s
Cd point attribute.
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.
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.