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NVIDIA AR Body Tracker Skeleton

NVIDIA AR Body Tracker Skeleton

Updated: 15 Sep 2026

Control skeletal rigs from a camera feed with NVIDIA AR.

image

Example .dfx

Method #

This node applies the tracked skeleton from the NVIDIA AR Body Tracker to the skeleton of a connected rigged character.

This node requires the installation of the NVIDIA AR SDK, which can be downloaded here : NVIDIA AR SDK. Make sure you get the correct driver for your GPU, Turing (20XX), Ampere (30XX) and Ada (40XX) use different drivers and they are not cross compatible.
For best results, use a character with a rig generated from Mixamo. Other skeletons can be used, but results may vary.

This node outputs the normal transformation and translation values, but it also outputs geometry which can be modified with Deformer nodes, or used as a mesh sources for nodes which accept mesh connections, such as the Field Mesh Emitter or the Procedural Mesh.

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.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the 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.

ParameterDetails
Input Skeleton Scale Scale the size of the input skeleton.
Smoothing How much smoothing is applied to the output skeletons motion.
Mirrored Mirror the movements of the incoming mobcap data along the x axis.
Flip Z Flip the Z axis of the skeleton, to match a model with a flipped z axis.
Tracking Confidence Threshold Threshold for how confident the tracking data needs to be before applying to the skeleton rig.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
NVIDIA AR Video Body TrackerThe video stream from an NVIDIA AR body tracker to derive the skeleton from.Video
Hierarchy RootConnect the skeleton root node to drive the rest of the skeleton from.3D Scene
Bones TransformThe transforms of all skeleton bones, output as an array. Use with array-aware nodes to place objects on every bone at once.Transform Array
HipsThe transform of the Hips joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftHipThe transform of the left hip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightHipThe transform of the right hip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
SpineThe transform of the Spine joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftUpLegThe transform of the left thigh joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightUpLegThe transform of the right thigh joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
HeadThe transform of the Head joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftLegThe transform of the left shin joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightLegThe transform of the right shin joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftFootThe transform of the left foot joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightFootThe transform of the right foot joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftToeBaseThe transform of the left toe base joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightToeBaseThe transform of the right toe base joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftHeelThe transform of the left heel joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightHeelThe transform of the right heel joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
NoseThe transform of the nose face landmark, tracked by the connected face or body tracking system.Null
RightEyeThe transform of the right eye face landmark, tracked by the connected face or body tracking system.Null
LeftEyeThe transform of the left eye face landmark, tracked by the connected face or body tracking system.Null
RightEarThe transform of the right ear face landmark, tracked by the connected face or body tracking system.Null
LeftEarThe transform of the left ear face landmark, tracked by the connected face or body tracking system.Null
LeftShoulderThe transform of the left shoulder joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightShoulderThe transform of the right shoulder joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftArmThe transform of the left upper arm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightArmThe transform of the right upper arm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftForeArmThe transform of the left forearm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightForeArmThe transform of the right forearm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftHandThe transform of the left hand joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightHandThe transform of the right hand joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftMiddleTipThe transform of the left middle fingertip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightMiddleTipThe transform of the right middle fingertip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightIndexKnuckleThe transform of the right index knuckle joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftIndexKnuckleThe transform of the left index knuckle joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightThumbTipThe transform of the right thumb tip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftThumbTipThe transform of the left thumb tip joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
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
Parameter Value ArrayUsed to set the parameters of the node using an array.Parameter Array

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