Houdini 20.5 Nodes Geometry nodes

Compute Rig Pose geometry node

Evaluates a multiparm of transform parameters and applies them to the input skeleton.

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Since 18.5

This node is a low-level utility node for applying the transformations described by a multiparm that matches the format of the Transformations multiparm on the Rig Pose SOP.

Parameters

Promote Parameters

When this node is contained within an HDA, this button creates the multiparm entry on the parent HDA’s parameter interface using the values in the Operator Path and Parameter Name parameters.

Operator Path

The path to the node to look for the parameter specified in Parameter Name.

Parameter Name

The name of the multiparm that contains the transformations.

Rest Pose Attribute

The name of the attribute used when the Mode of a given Transformations multiparm is set to From Rest Pose.

World Space

When turned on, the transformations are applied to each point outside of any parent-child relationships they may have, so the children of a transformed point do not have their transforms updated. This behavior is analogous to the 'Child Compensation' behavior found on Object nodes.

Enable Multithreading

When turned off, all point transforms are sent to a single core for processing. For most rigs, single threading is faster than multithreading. Enable Multithreading is turned off by default.

When turned on, all point transforms are sent to all available cores for processing. This is useful when you have a complicated character rig (for example, a centipede) that has a large number (thousands or more) of point transforms to compute.

Preserve Input Shears

When turned on, any shears present on the input local transforms of the points modified by this node are preserved when applying the parameter transform. When turned off, this node presents a warning that the shears have been discarded when updating the point’s transform.

Parameter Attributes

Output Parameters as Attributes

When turned on, writes the fetched parameter values to the point attributes of the affected point.

Internal Attributes

Output Internal Data as Attributes

When turned on, writes out the transforms that are computed internally. This is useful in more advanced setups if you want to consume this data downstream without having to recompute it.

Transformations

Transformations

This multiparm stores the pose for the skeleton.

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.

Inputs

Input

A SOP skeleton.

Outputs

Output

The input skeleton with the pose applied.

See also

Geometry nodes