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This node sets the rest position or t-pose for all points on the animated geometry (input 1) to the rest position of the static geometry (input 2) and then stores that information using the
All constraint connections for any downstream geometry in your Muscle & Tissue network are established using this t-pose position.
We recommend that you place your static geometry (input 2) at the scene origin (0,0) in world space. This will make things easier for if you are planning to mirror your character’s geometry somewhere in your Muscle & Tissue network.
Stores the rest position information for the bones and muscles in the Muscle & Tissue system.
Preset to Store Rest. Creates the
tpose attribute, copies the current position and transform point data from the static geometry to it, and then saves the attribute to the animated geometry.
Specifies the name for the rest attribute used by the Muscle & Tissue system. By default, the name of this rest attribute is
The other Rest Position SOP parameters that are listed are not used by the Set T-Pose SOP node.
Animated geometry. This should be the geometry you want to constrain. For example, like the animated bones.
Static geometry. This should be the position in world space or the pose you want your geometry to be in when you establish its constraints. For example, static bones in a t-pose.
tpose rest pose for the animated geometry (Input 1).