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    Get Skinned Mesh World Root Transform

    Menu Path: Operator > Sampling > Get Skinned Mesh World Root Transform

    Use the Get Skinned Mesh World Root Transform Operator to get the transform of a root bone in a skinned mesh, relative to the world.

    The following use the settings in this Operators:

    • The Sample Skinned Mesh Operator. Refer to the Skinned Transform setting.
    • The Set Position (Skinned Mesh) Block. Refer to the Skinned Transform setting.

    Operator settings

    Property Type Description
    Transform Enum (Inspector) Specify which transform to output from the Skinned Mesh Renderer.
    • WorldRootBoneTransform: Output the world transform of the root bone. The Operator becomes a Get Skinned Mesh World Root Transform Operator.
    • LocalRootBoneTransform: Output the transform of the root bone relative to the Skinned Mesh Renderer. The Operator becomes a Get Skinned Mesh Local Root Transform Operator.
    Frame Enum (Inspector) Specify which frame to get the transform from.
    • Current: Get the transform from the current frame.
    • Previous: Get the transform from the previous frame. The Sample Skinned Mesh Operator uses this setting to calculate velocity correctly.

    Operator properties

    Input Type Description
    Skinned Mesh Renderer Skinned Mesh Renderer Specify the Skinned Mesh Renderer to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the Blackboard and expose it.

    This property only appears if you set Source to Skinned Mesh Renderer
    Output Type Description
    Transform Transform The transform specified in the Transform Operator setting. The output is in world space if you set Transform to WorldRootBoneTransform, or in local space if you set Transform to LocalRootBoneTransform.
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