This node reads bone data from a XSens 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 XSens software which provides a stream of bone data from the suit. The server address and port must be entered to match the output address and port in XSens. If there is no connection the node will be hatched out in red.
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.
|Position X||Move its position along the x-axis in local space.|
|Position Y||Move its position along the y-axis in local space.|
|Position Z||Move its position along the z-axis in local space.|
|Rotation Heading||Rotate the object about the y-axis.|
|Rotation Pitch||Rotate the object about the x-axis.|
|Rotation Bank||Rotate the object about the z-axis.|
|Scale X||Scale along the x-axis.|
|Scale Y||Scale along the y-axis.|
|Scale Z||Scale along the z-axis.|
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
|XSens Server Address||The address / IP of the XSens server providing the skeleton stream.|
|XSens Server Port||The port of the XSens server providing the skeleton stream.|
|Avatar Index||Select the mocap actor to drive the skeleton.|
|Rotate Bind Pose Joints By Facing Direction||Determines 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 Scale||uniformly scale the size of the input mocap skeleton.|
|Mirrored||Mirror the movements of the incoming mobcap data along the x axis.|
|Name||Description||Typical Node Input|
|Mocap Stream||Input a pre-recorded mocap stream to run instead of any live data.||Mocap Stream|
|Hierarchy Root||The 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 Modifier||Links all transform properties to the input node.||Null|
|Target Node||Always faces the x-axis towards the inputs anchor point.||Null|
|Local Transform Override||Override the transformation values of the node, relative to its parent.||Null|
All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.