Extract controls skeleton from animated character.
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- Debrumaire
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- Joined: 10月 2019
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Hi everyone !
I was wondering if it was possible to extract the controls skeleton of a character animated inside an APEX scene animate node ? As I can see now it can only extract it from the folder (therefore, without any animation).
For now, the node that works best is the SceneInvoke node. However, it doesn't import the controllers that are only 'transformObject' nodes in the APEX context and do not have a joint created on the skeleton; or import badly joints that had their parenting logic altered during the rigging process.
I was wondering if it was possible to extract the controls skeleton of a character animated inside an APEX scene animate node ? As I can see now it can only extract it from the folder (therefore, without any animation).
For now, the node that works best is the SceneInvoke node. However, it doesn't import the controllers that are only 'transformObject' nodes in the APEX context and do not have a joint created on the skeleton; or import badly joints that had their parenting logic altered during the rigging process.
Edited by Debrumaire - 2025年5月31日 16:41:22
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- edward
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- Joined: 7月 2005
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Have you tried using the APEX Control Extract SOP [www.sidefx.com]? But I'm not sure what you're looking to do exactly.
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- Debrumaire
- Member
- 12 posts
- Joined: 10月 2019
- オフライン
Yes I've tried the Control Extract SOP 
To be clearer, I try to extract the Controls from an animated character, but hoping that the controls skeleton is updated according to the animation.
But by using the controls extract node, I get the rest pos of the skel because it gets the skel inside the folder and not in the scene


To be clearer, I try to extract the Controls from an animated character, but hoping that the controls skeleton is updated according to the animation.
But by using the controls extract node, I get the rest pos of the skel because it gets the skel inside the folder and not in the scene
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- Guillaume
- スタッフ
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- Joined: 4月 2014
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Give it a try with this scene.
You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.
You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.
Edited by Guillaume - 2025年6月2日 10:28:49
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- Debrumaire
- Member
- 12 posts
- Joined: 10月 2019
- オフライン
Works perfectly for me !! Thanks a lot for the control data tip in the scene invoke node !
Guillaume
Give it a try with this scene.
You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.Image Not Found
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