AL_USDMaya
0.29.4
USD to Maya Bridge
|
The AL::usdmaya::nodes::Transform node is a custom transform node that allows you to manipulate a USD. More...
#include <Transform.h>
Methods | |
TransformationMatrix * | transform () const |
returns the transformation matrix for this transform node More... | |
MPxNode::SchedulingType | schedulingType () const override |
Enable parallel evaluation. More... | |
const MObject | getProxyShape () const |
The AL::usdmaya::nodes::Transform node is a custom transform node that allows you to manipulate a USD.
custom MPxTransformationMatrix type (AL::usdmaya::nodes::TransformationMatrix). The custom transformation matrix listens for changes that affect the transform (e.g. rotateBy, translateBy, etc), and if pushToPrim is enabled, applies those changes to the USD transformation.
Typically this node should have two input connections:
The following attributes can be used to scale and offset the time values: \li \b timeOffset - an offset (in current UI time units) of say 30, means animation wont start until frame 30. \li \b timeScalar - a speed multiplier. 2.0 will double the playback speed, 0.5 will halve it. The following attribute determines which UsdPrim is being watched: \li \b primPath - a Usd path of the prim being watched, e.g. "/root/foo/pCube1" We then have these two attributes: \li \b localTranslateOffset - an offset applied *after* all other transforms. Useful for positioning items on a table. \li \b pushToPrim - When enabled, any changes you make to the transform values in maya, will be pushed back onto the USD primitive. Finally we have the following outputs: \li \b outTime = (time - timeOffset) * timeScalar
|
inlineoverride |
Enable parallel evaluation.
|
inline |
returns the transformation matrix for this transform node