Method #
This node is used for skeletal deformation of 3D Objects. Bones/skeletons apply transformations to vertices in a 3D object. Transforms are applied hierarchically and different bones in the skeleton may affect vertices by different amounts, which allows for complex structures such as humanoids to be animated.
Skeleton / bone rigs are typically authored in other 3D packages and imported into Notch as part of an Imported 3D Scene such as an FBX or LightWave LWS file, whereby Bone nodes are automatically generated as child nodes of the Imported 3D Scene node for each bone in the 3D scene. However Bone nodes may also be created manually. Bones must be parented directly or indirectly to a 3D Object node, and only affect the 3D Object node(s) they are parented to.
Each bone defines a Rest Pose transform. The Rest Pose is the transform of the bone in the initial default pose. This pose is usually based on the 3D object the bones are attached to - e.g. humanoid characters are typically initialised in a T pose. In the rest pose, no deformation takes place.
A bone generates a weighting per vertex which decides how much its transform is applied to that vertex. Bones are typically linked to Weight Maps - also known as Skin Weight Sets in some 3D packages. A weight map stores a value between 0 and 1 for each vertex in a 3D object which defines how much the bone should influence that vertex, and must be pre-authored in the 3D package and exported with the 3D object. The Weightmap to use for the bone is defined by the Weightmap Name property and is matched by name. Bones may also generate their weighting per vertex using a calculation based on the distance from the bone in its rest position to the vertex.
Parameters
These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter Details
Position X Toggle inheritance of the X Position from the parent.
Position Y Toggle inheritance of the Y Position from the parent.
Position Z Toggle inheritance of the Z Position from the parent.
Rotation Heading Toggle inheritance of the Rotation Heading from the parent.
Rotation Pitch Toggle inheritance of the Rotation Pitch from the parent.
Rotation Bank Toggle inheritance of the Rotation Bank from the parent.
Scale X Toggle inheritance of the X Scale from the parent.
Scale Y Toggle inheritance of the Y Scale from the parent.
Scale Z Toggle inheritance of the Z Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.
These properties control the core behaviours of the node.
Parameter Details
Active Control whether the bone is active or not.
Weightmap Name Name of the skin weight map on the parent 3D object that is used to weight the effect of the bone’s deformation.
Weightmap Only When checked, the weight map weight will be used directly; when unchecked it will be multiplied with the calculated falloff weight.
Bone Strength Scales the falloff weight.
Rest Position X The X component of the initial / rest position of the bone.
Rest Position Y The Y component of the initial / rest position of the bone.
Rest Position Z The Z component of the initial / rest position of the bone.
Rest Heading The heading component of the initial / rest rotation of the bone.
Rest Pitch The pitch component of the initial / rest rotation of the bone.
Rest Bank The bank component of the initial / rest rotation of the bone.
Rest Length The length of the bone in its rest pose.
These properties limit the rotation of the bones on each rotation axis.
Parameter Details
Heading Limits Limit on the rotation heading when used as part of an IK rig.
Pitch Limits Limit on the rotation pitch when used as part of an IK rig.
Bank Limits Limit on the rotation bank when used as part of an IK rig.
Inputs
These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter | Details |
---|---|
Position X | Toggle inheritance of the X Position from the parent. |
Position Y | Toggle inheritance of the Y Position from the parent. |
Position Z | Toggle inheritance of the Z Position from the parent. |
Rotation Heading | Toggle inheritance of the Rotation Heading from the parent. |
Rotation Pitch | Toggle inheritance of the Rotation Pitch from the parent. |
Rotation Bank | Toggle inheritance of the Rotation Bank from the parent. |
Scale X | Toggle inheritance of the X Scale from the parent. |
Scale Y | Toggle inheritance of the Y Scale from the parent. |
Scale Z | Toggle inheritance of the Z Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Active | Control whether the bone is active or not. |
Weightmap Name | Name of the skin weight map on the parent 3D object that is used to weight the effect of the bone’s deformation. |
Weightmap Only | When checked, the weight map weight will be used directly; when unchecked it will be multiplied with the calculated falloff weight. |
Bone Strength | Scales the falloff weight. |
Rest Position X | The X component of the initial / rest position of the bone. |
Rest Position Y | The Y component of the initial / rest position of the bone. |
Rest Position Z | The Z component of the initial / rest position of the bone. |
Rest Heading | The heading component of the initial / rest rotation of the bone. |
Rest Pitch | The pitch component of the initial / rest rotation of the bone. |
Rest Bank | The bank component of the initial / rest rotation of the bone. |
Rest Length | The length of the bone in its rest pose. |
These properties limit the rotation of the bones on each rotation axis.
Parameter | Details |
---|---|
Heading Limits | Limit on the rotation heading when used as part of an IK rig. |
Pitch Limits | Limit on the rotation pitch when used as part of an IK rig. |
Bank Limits | Limit on the rotation bank when used as part of an IK rig. |
Name | Description | Typical Input |
---|---|---|
World Rotation Center | Use another nodes rotation to control the bones rotation in place. | Null |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |