name

Point attribute containing a unique name across all points used for identification. This is derived from the corresponding FBX node name. However, FBX node names may not be unique. For these cases, the names will be suffixed with 1, 2, 3, etc.

path

Contains the hierarchical path to the FBX node that corresponds to the point. The ROP FBX Animation Output SOP uses this attribute when determining where to export the point’s transforms.

If the rest geometry input contains a primitive path attribute, it is also used similarly for creating the corresponding FBX node hierarchy. Furthermore, any intermediate nodes that start with LODGroup are created as an LODGroup FBX node instead of as a Null. This allows the meshes to be interpreted as LOD meshes by supporting applications like Unreal.

fbx_custom_attributes

Contains a dictionary of user-defined custom properties for the FBX node that corresponds to the point. The dictionary includes both static and animated values evaluated over time. This attribute is created when the FBX Animation Import SOP or FBX Character Import SOP nodes import an FBX file.

clipinfo

This detail attribute records the current animation range and sample rate, as well as the original animation range and sample rate of the imported animation.

scaleinheritance

This point attribute specifies the scaling behavior when performing local transformations. For more details on these values, see combinelocaltransform and extractlocaltransform.

transform

This 3×3 matrix point attribute specifies the world transform for the point. While the world position of the point is still P, this transform encodes the world transform’s rotation, scale, and shear components.

fbik_targetconfig

This dictionary point attribute configures how the joint’s goal transform behaves in a full-body inverse kinematics solver. This is only used when the joint has a goal transform (for example, if the joint is mapped to a joint on the source skeleton). For more details on the valid keys, see the targetoptions parameter for solvephysfbik and solvefbik.

Transformations

Group

The point group that this multiparm instance is applied to.

Mode

Specifies how the transformation described by this multiparm instance is applied to the input.

Pre-Multiply

The transformation is applied on top of the input pose. This is analogous to treating any input local transformations as an object node’s pre-transform.

Post-Multiply

The transformation is applied in between the input point’s parent transform and its local transform. This is analogous to modifying the pre-transform of an object node. This mode is especially useful if you want to reproportion an animated input using simple translations without compromising any input motion, effectively moving the pivot for the point’s animation.

Override

The transformation completely overwrites any input local transforms on the points. This is useful if you want to 'zero out' any input animation, or if you are working with the Bake options on the Rig Pose SOP.

From Rest Pose

The transformation behaves like Pre-Multiply, but any input animation is replaced by the pose specified in the Rest Pose Attribute parameter. This is useful if you want to revert a point’s transform to a 'rest pose' rather than zero out the local transform as in the Override option.

Transform Order

The left menu specifies the order in which the transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object in the same way that going a block and turning east takes you to a different place than turning east and then going a block.

The right menu specifies the order to rotate around the X, Y, and Z axes. Depending on the character, certain rotation orders can make character joint transforms easier to use.

Translate

Translation along the X, Y, and Z axes.

Rotate

Degrees rotation about the X, Y, and Z axes.

Scale

Non-uniform scaling about the X, Y, and Z axes.

Pivot

Pivot Translate

The pivot translation along the X, Y, and Z axes.

Pivot Rotate

The pivot rotation about the X, Y, and Z axes.

Map Using

This parameter allows you to choose whether to use a dictionary attribute on the first input to look up the drivers on the second input, or simply match by an attribute that is present on both inputs. For example, the second option is useful when the second input contains a subset of the first input’s points.

Mapping Attribute

Use a dictionary point attribute present on the first input to look up the drivers on the second input. This attribute is created for you by the Map Points SOP, but any dictionary attribute matching the following format can be used:

Match By Attribute

Match points on the first input to corresponding points on the second input using a given point attribute. For example, if Attribute To Match is set to name, then the points on the first input will be driven by the points on the second input that share the same name.

Mapping Attribute

The name of the dictionary point attribute on the first input to use for mapping.

Attribute To Match

The name of the point attribute present on both inputs to be used to map points.

clipchannels

This detail dict attribute maps between a channel name and a dict describing the attribute that stores the channel’s value. The channel’s value can be stored in a detail attribute, or the point attribute value for a specific joint. The channel names can contain characters that are not valid for attribute names.

The valid keys for the channel options are:

attrib

Specifies the name of a float attribute containing the channel value. If this key is not present, the attribute name is the same as the channel name.

attribclass

Specifies the attribute’s class, which can be either detail or point. If this key is not present, the attribute is assumed to be a detail attribute.

name

If the attribclass is point, specifies the name of the joint to read the attribute value from.

blendshape_channel

Specifies the channel that provides the weight for the blend shape input.

blendshape_name

Specifies the name of the blend shape input (the standard name attribute contains the name of the base shape that the input is associated with). This is primarily used for round-tripping from formats where the blend shape inputs are named.

blendshape_inbetween_name

Specifies the name of the in-between shape. In-between shapes have the same value for the name, blendshape_name and blendshape_channel attributes as the hero blend shape that they are associated with. This is primarily used for round-tripping from formats where the blend shape inputs are named.

blendshape_inbetween_weight

Specifies the weight at which the in-between shape is applied.

Clip Range

Read the frame range from the clipinfo detail attribute on the input geometry, or set a custom frame range.

Frame Range

The custom frame range of the animation. This parameter is only available when Clip Range is set to Custom Frame Range.

Use the action button on this parameter to populate the values from either the clipinfo detail attribute, the scene frame range, or the playback frame range.

Extract Transform

Determines the components of the matrix to affect for matrix attributes.

Transform Order

Sets the order of transformations that is used when cracking and rebuilding transformation matrices.

Rotation Order

Sets the order of rotations that is used when cracking and rebuilding transformation matrices.

Blend Type

Sets the type of blending function to use.

Linear

Linear shape.

Ease in Ease out

Smooth on entry and exit.

Ease In

Smooth on entry.

Ease Out

Smooth on exit.

MotionClip viewport state interaction

You can select individual joints from the current pose in the MotionClip viewport state. For the selected joints, you can then use the Evaluate Pose mode to view just the current pose, its selected joints, and the motion trails for those joints.

rFoot and lFoot joints selected, Mode = Evaluate Pose, Color = White to Red
MotionClip viewport state toolbar

Mode

Determines the MotionClip information that is displayed in the viewport.

MotionClip

Displays all the MotionClip’s poses.

Mode = MotionClip

Evaluate Pose

Displays a single MotionClip pose at the current time.

Mode = Evaluate Pose

Transparent MotionClip

When turned on, the MotionClip’s poses are displayed as fainter lines, making it easier to see the scene behind the MotionClip, as well as the evaluated pose.

Color

Applies the selected color ramp preset to the MotionClip’s visualization in the viewport. This color ramp helps to visualize changes to the MotionClip or individual poses over time.

Mode = Evaluate Pose, Color = White to Red

Extend Color

Determines how the poses outside of the MotionClip’s defined animation start and end range are visualized in the viewport.

Hold

Holds the color values at the ends of the range.

Mode = MotionClip, Color = Plasma, Extended Color = Hold

Gray

Poses outside the animation start and end range are colored gray.

Mode = MotionClip, Color = Plasma, Extended Color = Gray

Hide

Hides the poses outside the animation start and end range.

Mode = MotionClip, Color = Plasma, Extended Color = Hide

Geometry nodes