Scene animation
These processes take Scene In and emit Scene Out. Apply them before Scene Preprocessor so their transforms and skeleton changes reach the renderer. Imported animation or a rig must actually be present in the asset; a static mesh does not acquire a skeleton from these processes.
Animation Player
Samples animation channels imported by Asset Loader, including glTF and FBX node animation, and updates the scene and matching skeleton joints.
| Control | Use |
|---|---|
| Time | Animation sample time in seconds; connect automation or a time-generating process for explicit playback. |
| Speed | Playback rate used by the process’s automatic advancement mode; negative values permit reverse advancement. |
| Loop | Wrap sample time around the clip duration. |
| Clip index | Zero-based animation component index. -1 samples all components; useful when channels affect disjoint nodes. |
For timeline synchronization, drive Time explicitly. In the current implementation, changed Time values are followed directly; with Speed 0 or 1, Time remains the sample position. If Time stays unchanged and Speed is neither 0 nor 1, the internal clock advances by Speed × 1/60 second per processing call. That mode is not a transport-synchronized clock. Sampling all clips is also not a weighted crossfade between competing animations.
Asset Loader → Animation Player → Inverse Kinematics (2-bone)
→ Scene Preprocessor → Render Pipeline
Transform 3D
Apply Position, Euler Rotation in degrees and per-axis Scale to a scene. Use it to place imported assets or an extracted subtree without rewriting mesh vertices. For a group of separately wired scenes, Scene Group provides its own transform controls; see Scene tools.
Inverse Kinematics (2-bone)
Solve a three-joint chain (root → middle → end) toward a target. End joint name identifies the end of the chain; its two parents define the bones. Target is the desired world-space position, Pole vector controls the bend plane and Weight blends the correction (0–1).
The solver uses the first skeleton in the scene and preserves other scene data. It is a two-bone reach solver, not a whole-body IK system. Check the imported joint names and hierarchy, and place it after Animation Player if the IK correction should override an animated pose.
Humanoid Retarget
Drive a rigged scene from live body observations. Connect a scene plus Keypoints or Trackers, then select Source: Off, BlazePose, COCO-17, RTMPose Whole or 6DOF Trackers. Choose a matching Target rig preset: Mixamo, VRM or Unreal Mannequin.
- Confidence rejects low-confidence keypoints.
- Capture rest pose calibrates the source pose against the rig’s rest pose.
- Root motion enables hip translation; Root scale adjusts its magnitude.
The process maps supported joints on the first skeleton; it is not an arbitrary rig-name remapper. Off, missing pose data or a scene without a skeleton leave the scene unchanged. Pose sources require their own compatible producer and, where applicable, optional add-ons. This page does not imply a camera/model inference dependency is bundled with the 3D process.