usdrt::UsdSkelSkeleton

Defined in usdrt/scenegraph/usd/usdSkel/skeleton.h

Functions

Variables

class UsdSkelSkeleton : public usdrt::UsdGeomBoundable

Describes a skeleton.

See the extended Skeleton Schema documentation for more information.

Public Functions

inline explicit UsdSkelSkeleton(const UsdPrim &prim = UsdPrim())

Construct a UsdSkelSkeleton on UsdPrim prim . Equivalent to UsdSkelSkeleton::Get(prim.GetStage(), prim.GetPath()) for a valid prim, but will not immediately throw an error for an invalid prim.

inline explicit UsdSkelSkeleton(const UsdSchemaBase &schemaObj)

Construct a UsdSkelSkeleton on the prim held by schemaObj . Should be preferred over UsdSkelSkeleton(schemaObj.GetPrim()), as it preserves SchemaBase state.

inline virtual ~UsdSkelSkeleton()

Destructor.

inline operator bool() const
inline UsdAttribute GetJointsAttr() const

An array of path tokens identifying the set of joints that make up the skeleton, and their order. Each token in the array must be valid when parsed as an SdfPath. The parent-child relationships of the corresponding paths determine the parent-child relationships of each joint. It is not required that the name at the end of each path be unique, but rather only that the paths themselves be unique.

Declaration

uniform token[] joints

C++ Type

VtArray<TfToken>

Usd Type

SdfValueTypeNames->TokenArray

Variability

SdfVariabilityUniform

inline UsdAttribute CreateJointsAttr() const

See GetJointsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetJointNamesAttr() const

If authored, provides a unique name per joint. This may be optionally set to provide better names when translating to DCC apps that require unique joint names.

Declaration

uniform token[] jointNames

C++ Type

VtArray<TfToken>

Usd Type

SdfValueTypeNames->TokenArray

Variability

SdfVariabilityUniform

inline UsdAttribute CreateJointNamesAttr() const

See GetJointNamesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetBindTransformsAttr() const

Specifies the bind-pose transforms of each joint in world space, in the ordering imposed by joints.

Declaration

uniform matrix4d[] bindTransforms

C++ Type

VtArray<GfMatrix4d>

Usd Type

SdfValueTypeNames->Matrix4dArray

Variability

SdfVariabilityUniform

inline UsdAttribute CreateBindTransformsAttr() const

See GetBindTransformsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetRestTransformsAttr() const

Specifies the rest-pose transforms of each joint in local space, in the ordering imposed by joints. This provides fallback values for joint transforms when a Skeleton either has no bound animation source, or when that animation source only contains animation for a subset of a Skeleton’s joints.

Declaration

uniform matrix4d[] restTransforms

C++ Type

VtArray<GfMatrix4d>

Usd Type

SdfValueTypeNames->Matrix4dArray

Variability

SdfVariabilityUniform

inline UsdAttribute CreateRestTransformsAttr() const

See GetRestTransformsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetExtentAttr() const

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.

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.

See also

ComputeExtent()

See also

Why Extent and not Bounds ?.

Declaration

float3[] extent

C++ Type

VtArray<GfVec3f>

Usd Type

SdfValueTypeNames->Float3Array

inline UsdAttribute CreateExtentAttr() const

See GetExtentAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetXformOpOrderAttr() const

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().

Declaration

uniform token[] xformOpOrder

C++ Type

VtArray<TfToken>

Usd Type

SdfValueTypeNames->TokenArray

Variability

SdfVariabilityUniform

inline UsdAttribute CreateXformOpOrderAttr() const

See GetXformOpOrderAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetVisibilityAttr() const

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.

Declaration

token visibility = "inherited"

C++ Type

TfToken

Usd Type

SdfValueTypeNames->Token

Allowed Values

inherited, invisible

inline UsdAttribute CreateVisibilityAttr() const

See GetVisibilityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetPurposeAttr() const

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 UsdGeom_ImageablePurpose for more detail about how purpose is computed and used.

Declaration

uniform token purpose = "default"

C++ Type

TfToken

Usd Type

SdfValueTypeNames->Token

Variability

SdfVariabilityUniform

Allowed Values

default, render, proxy, guide

inline UsdAttribute CreatePurposeAttr() const

See GetPurposeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdRelationship GetProxyPrimRel() const

The proxyPrim relationship allows us to link a prim whose purpose is “render” to its (single target) purpose=”proxy” prim. This is entirely optional, but can be useful in several scenarios:

  • In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose=”render” prim, we will be able to discover and additionally deactivate its associated purpose=”proxy” prim, so that preview renders reflect the pruning accurately.

  • DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim.

  • With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection.

Note

It is only valid to author the proxyPrim relationship on prims whose purpose is “render”.

inline UsdRelationship CreateProxyPrimRel() const

See GetProxyPrimRel(), and also Create vs Get Property Methods for when to use Get vs Create.

UsdPrim GetPrim() const

Return this schema object’s held prim.

SdfPath GetPath() const

Return the SdfPath to this schema object’s held prim.

Public Static Functions

static inline UsdSkelSkeleton Define(const UsdStageRefPtr &stage, const SdfPath &path)
static inline const TfToken _GetStaticTfType()

Public Static Attributes

static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped

Compile time constant representing what kind of schema this class is.

See also

UsdSchemaType