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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.