I'd like to take out the transforms for motion I'm using to drive a Vellum sim, essentially I need the input transforms to drive the sim but I'd like to cache it out at the origin without the transforms, if that makes any sense. Any ideas?
Absolutely! I've stripped out the alembic file that was driving the motion and I'm just using a sphere for simplicity. I'm keeping the Rivet setup in case it affects how the matrices are built
I used the transform pieces node to invert the transformation. Plug first input from vellum output, second from source animated geometry, third from source geometry freeze at frame 1, then check the invert transformation option.