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XSens Mocap Skeleton

XSens Mocap Skeleton

Updated: 15 Sep 2026

Control skeletal rigs from an Xsens mocap system.

Method #

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.

Please be advised you can only import one live stream into a notch project at a time.
Imported characters tend work best with Convert FBX disabled on import, and Rotate Bind Joints enabled. Although, because rigged characters can come from various sources with different standards, you may need to try a few different combinations to see which works right for your character.

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
Server Address The address / IP of the XSens server providing the skeleton stream.
Server Port The port of the XSens server providing the skeleton stream.
Avatar Index Select the mocap actor to drive the skeleton.
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.
Flip Z Flip the Z axis of the skeleton, to match a model with a flipped z axis.
Xsens Stream The Stream to read the MoCap Data from.

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
Hierarchy RootThe root of the input skeleton to be driven by motion capture.You’ll need to connect the skeleton root within an 3D Scene.
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
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
Spine1aThe transform of the lower chest spine joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
Spine1The transform of the upper spine joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
Spine2The transform of the chest spine joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
NeckThe transform of the Neck 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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