Since | 20.0 |
Parameters ¶
guidesource
The name of the guide skeleton, which is used as a reference to create new TransformObject nodes in the graph.
Settings ¶
prefix
The prefix that is added to the name of the controls.
suffix
The suffix that is added to the name of the controls.
useskeletonpos
When turned on, positions the nodes in the graph based on the joint xform positions in world space.
skeletonposscale
When useskeletonpos is turned on, this scales the nodes in the graph.
usenodecolor
When turned on, overrides the color on the joints in the source skeleton.
nodecolor
When usenodecolor is turned on, this is the color to use for the skeleton joint TransformObject nodes.
usescaleinheritance
When turned on, sets the scaleinheritance of all the TransformObject nodes. scaleinheritance can also be set in the properties
dictionary on the source skeleton.
scaleinheritance
See scale inheritance.
userord
When turned on, sets the rotation order of the nodes globally.
rord
The rotation order of the nodes. This can also be set in the properties
dictionary on the source skeleton.
usexord
When turned on, sets the transformation order of the nodes globally.
xord
The transformation order of the nodes. This can also be set in the properties
dictionary on the source skeleton.
useshapedata
When turned on, sets the shape data for the control when creating a TransformObject node using a reference skeleton.
addpttransform
When turned on, adds a skel::SetPointTransforms node and connects all the TransformObject nodes created from the source skeleton to this new skel::SetPointTransforms. The TransformObject node names are used to set the skel::SetPointTransforms port names. To deform the bind skeleton (the skeleton with the TransformObject node hierarchy created from the base skeleton), the port names must match the joint names you want to transform.
pttransformname
The name of the added skel::SetPointTransforms node.
outputskeleton
The input and output port name of the skeleton you want to modify.
Source ¶
skeleton
The reference skeleton used to create the node hierarchy.
jointgroup
The group of joints that TransformObject nodes are created for. By default, all the joints are included. Joint names are specified with the syntax, @name=<joint_name>
.
add
By default, controls are created in world space, so if you only specify the head joint of a character in the jointgroup, it will be positioned at the head joint of the character. However, this becomes a problem when more controls are added to the hierarchy because we have now changed the rest position of the control to be at that position without a parent.
When add is turned on, it keeps the rest position for the TransformObject - it adds the control with its restlocal intact. If you want to create the head control, you will also need to include its parents. This is helpful if you want to add more controls that hook into your current hierarchy later.
Controls ¶
parmnodename
The name of the input parameters node in the rig.
outputnodename
The name of the output node in the rig.
tpromotegroup
The translate components of the specified TransformObject nodes are promoted. This parameter accepts APEX path patterns, so you can specify tags in this field. See APEX graphs for more information on promoting parameters.
rpromotegroup
The rotate components of the specified TransformObject nodes are promoted. This parameter accepts APEX path patterns, so you can specify tags in this field.
spromotegroup
The scale components of the specified TransformObject nodes are promoted. This parameter accepts APEX path patterns, so you can specify tags in this field.
See also |