USD Schemas#
animationSchema#
SkelJoint#
SkelJoint represents a skeleton joint
extent#
Extent is a three dimensional range measuring the geometric extent of the authored gprim in its own local space (i.e. its own transform not applied), without accounting for any shader-induced displacement. If any extent value has been authored for a given Boundable, then it should be authored at every timeSample at which geometry-affecting properties are authored, to ensure correct evaluation via ComputeExtent(). If no extent value has been authored, then ComputeExtent() will call the Boundable’s registered ComputeExtentFunction(), which may be expensive, which is why we strongly encourage proper authoring of extent. \sa ComputeExtent() \sa \ref UsdGeom_Boundable_Extent.
An authored extent on a prim which has children is expected to include the extent of all children, as they will be pruned from BBox computation during traversal.
hide#
Additional visibility flag to hide individual joint prim.
purpose#
Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals.
See for more detail about how purpose is computed and used.
visibility#
Visibility is meant to be the simplest form of “pruning” visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.
xformOpOrder#
Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage’s prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims.
You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().
SkelAnimationAnnotation#
Creates an annotation for a parent SkelAnimation that contains annotation tag and start/end range.
end#
The end offset.
start#
The start offset.
tag#
The tag name.
AnimationCurveAPI#
An API accessing curves.
AnimationData#
Curve-based Animation data prim
AnimationDataAPI#
Applied API for any prim who wants to link to an AnimationData prim for curve-based animation
omniSkelSchema#
OmniSkelBaseType#
based class of omniskeltype
OmniSkelBaseAPI#
based class of omniskelschemaAPI
OmniSkeletonAPI#
omniverse skeleton API
forwardAxis#
Skeleton’s rigging forwardAxis.
upAxis#
Skeleton’s rigging upAxis.
OmniJoint#
omniverse skelton joint
bindRotation#
Euler rotation of the joint’s bindTransform in local space, XYZ order.
bindScale#
Scale of the joint’s bindTransform in local space.
bindTranslation#
Translation of the joint’s bindTransform in local space.
purpose#
Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals.
See for more detail about how purpose is computed and used.
restRotation#
Euler rotation of the joint’s restTransform in local space, XYZ order.
restScale#
Scale of the joint’s restTransform in local space.
restTranslation#
Translation of the joint’s restTransform in local space.
retargetRotation#
Euler rotation of the joint’s retargetTransform in local space, XYZ order.
retargetScale#
Scale of the joint’s retargetTransform in local space.
retargetTag#
Tag name of this joint, used for retargeting.
retargetTranslation#
Translation of the joint’s retargetTransform in local space.
visibility#
Visibility is meant to be the simplest form of “pruning” visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.
xformOpOrder#
Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage’s prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims.
You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().
OmniJointLimitsAPI#
omniverse skeleton joint limits
enabled#
joint limits enabled or not
offsetRotation#
rotation represented with EulerXYZ in local space
swingHorizontalAngle#
swing horizontal angle in degree.
swingVerticalAngle#
swing swingHorizontalAngle angle in degree.
twistMaximumAngle#
maximum twist angle in degree.
twistMinimumAngle#
minimum twist angle in degree.
OmniJointShapeAPI#
base class of different kinds of omniverse skeleton joint shapes
xformOp:rotateXYZ#
rotation represented with EulerXYZ in local space
xformOp:scale#
scale in local space.
xformOp:translate#
ranslation in local space.
xformOpOrder#
Xform Order.
OmniJointBoxShapeAPI#
omniverse skeleton joint box shape
OmniJointSphereShapeAPI#
omniverse skeleton joint sphere shape
OmniJointCapsuleShapeAPI#
omniverse skeleton joint capsule shape
OmniSkelWeightedBlendAPI#
Provides API for authoring and extracting blend weights for a weighted blend skinning implementation of skeletal deformation.
primvars:omni:skel:skinningBlendWeights#
Weights for weighted blend skinning method used when OmniWeightedBlendAPI is applied to a prim The primvar can have either constant or vertex interpolation. Constant interpolation means every vertex shares the same blend weight. Vertex interpolation means every vertex has their own blend weight, and the element size should match the vertex count.
retargetingSchema#
AnimationSkelBindingAPI#
Provides API for setting source skeleton and evaluating retrargeted pose or bake retargeted plain SkelAnimation.
ControlRigAPI#
Provides API for seting control rig information for skeleton prim
controlRig:forwardAxis#
Skeleton’s rigging forwardAxis. If not authored, it should be aligned with stage metrics
controlRig:IKTargets#
list of joints that can receive desired target transform for full body IK
controlRig:retargetTransforms#
Specifies the retarget pose transforms of each joint in local space, in the ordering imposed by joints. If this attribute does not have authoring value, restTransforms of the skeleton will be used as fallback,
controlRig:type#
The skeleton control rig type.
controlRig:upAxis#
Skeleton’s rigging upAxis. If not authored, it should be aligned with stage metrics
JointConstraint#
SkelJoint represents a skeleton joint