Notch Notch Manual 0.9.23
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OptiTrack Mocap Skeleton

OptiTrack Mocap Skeleton

Control skeletal rigs from an OptiTrack system.

Method #

This node reads bone data from a OptiTrack motion capture suit and applies it to Bone nodes, either via direct input links or by a connection to the root of the target hierarchy. A network connection must be made to the OptiTrack software which provides a stream of bone data from the suit. This is done via the Devices menu - use the “Motive” connection options.

The input skeleton the node is applied to must have been designed to receive motion capture data: the bones must be named, oriented and arranged appropriately. Mixamo rigs are a good reference.

Entering the IP of the target system can be unreliable in some cases, so we generally advise you leave the IP address blank. This will use the OptiTrack SDK to search for the OptiTrack system automatically, and is much more reliable at getting a connection. If that doesn’t work, it’s likely there is an issue with your network setup, as in that case the SDK itself can’t find it on the network at all.
OptiTrack is only available to Pro users, so Learning and Base licenses won’t be able to use this feature.


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.

Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

Avatar IndexSelect the mocap actor to drive the skeleton.
Rotate Bind Pose Joints By Facing DirectionDetermines whether the input skeleton has been rigged so that the bones in their bind pose are rotated to point in the direction of the next bone, or whether they are unrotated in their bind pose.
Input Skeleton ScaleUniformly scale the size of the input mocap skeleton.
MirroredMirror the movements of the incoming mobcap data along the x axis.


NameDescriptionTypical Input
Hierarchy RootThe root of the input skeleton to be driven by motion capture.You’ll need to connect the skeleton root within an Imported 3D Scene.
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null