Read Bone Transform#
Reads the transform (position, rotation, scale) of a bone from a skinned mesh.
Extracts the transform information for a specific bone from a skinned mesh prim. Outputs position, rotation (as quaternion), and scale in world space. Returns identity transform if the target is not a skinned mesh or the bone index is invalid.
Component Information#
Name:
ReadBoneTransformUI Name: Read Bone Transform
Version: 1
Categories: Sense
Input Properties#
Property |
Display Name |
Type |
IO Type |
Default Value |
Optional |
|---|---|---|---|---|---|
target |
Target |
Prim |
Input |
None |
No |
boneIndex |
Bone Index |
Float |
Input |
0.0 |
No |
Target#
The mesh prim to read the bone transform from. Must be a skinned mesh.
Bone Index#
The index of the bone to read. Will be rounded to the nearest integer.
Value Constraints:
Minimum Value: 0.0
Output Properties#
Property |
Display Name |
Type |
IO Type |
Default Value |
Optional |
|---|---|---|---|---|---|
position |
Position |
Float3 |
Output |
[0.0, 0.0, 0.0] |
No |
rotation |
Rotation |
Float4 |
Output |
[0.0, 0.0, 0.0, 1.0] |
No |
scale |
Scale |
Float3 |
Output |
[1.0, 1.0, 1.0] |
No |
Position#
The world space position of the bone.
Rotation#
The world space rotation of the bone as a quaternion (x, y, z, w).
Scale#
The world space scale of the bone.
Usage Notes#
This component is part of the RTX Remix graph system. It is intended for use in the Remix Toolkit and Runtime only.