Houdini 20.5 Nodes Geometry nodes

Skeleton Blend 2.0 geometry node

Blends two skeletons

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Since 18.5

This SOP blends the transforms found on the first input into the corresponding transforms found on the second input. Both local and world space blending is supported.

Inputs

First input

The base skeleton.

Second input

The blends target skeleton.

Parameters

Group

Specifies the group of the first skeleton’s joints that you want to blend.

Match By Attribute

When on, the SOP will match the points based on the attribute specified in Attribute To Match.

Attribute To Match

The attribute that you want to use to match up the points on the inputs.

Blend To Attribute

When there is no second input provided, you have the option to blend the current joint transforms to an attribute given by the Pose Attribute parameter.

Pose Attribute

When there is no second input provided, specifies the name of the point attribute containing the transforms with which to blend.

Components

Specifies which parts of the transform you want to blend, selecting from Translation, Rotation, and Scale.

Bias Mode

The mode used for blending.

Mode

Meaning

'‹Manual›'

Sets a single bias for all joints from slider.

'‹Set From Attribute›'

Selects bias for individual joints from a provided attribute.

'‹Scale From Attribute›'

Selects bias for individual joints from a provided attribute and scales it by the given bias.

Bias

The weight of the blend.

Bias Attribute

Attribute used to dictate local weight of the blend.

World Space

When on, the blend takes place in world space. By default, this option is turned off.

Note

Blending between poses in world space will very likely result in changes in the distance between joints because the points follow a straight line in world space as the transforms blend from one to the other. You will only notice the difference when the Bias is set to anything other than 0 or 1.

Inputs

Pose A

The skeleton to apply the blend to.

Pose B

The skeleton with the transforms to blend towards.

Outputs

Skeleton

The first input skeleton with the blend applied.

See also

Geometry nodes