GeoTransform
The GeoTransform node applies transforms to objects in a 3D scene, including translate, rotate, scale, and skew. The Mask property controls the objects that are affected by the node, which allows you to transform the entire scene or only certain objects.
Note: To learn more about masks, see Using Paths and Masks.
To learn more about transformation workflows, see Transformations in 3D Scenes.
Tip: GeoTransform's classic 3D system equivalent is the TransformGeo node.
Tip: The GeoXform node has similar purposes, but is used for directly creating and modifying Xform prims.
Inputs and Controls
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Connection Type |
Connection Name |
Function |
|
Input |
unnamed |
The previous stage in the scene you want to translate, rotate, scale, or skew. The Mask control determines which objects in the scene are affected. |
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look at |
An optional input where you can connect a 3D object to constrain to. When the Type of constraint is set to Look At, this becomes a look at input where the transformed 3D object is automatically rotated to point towards the look at input whenever it is moved. This can be useful, for example, if you have a 2D matte painting mapped to a Card in your scene. The look at input ensures that the plane of the painting always faces the camera, regardless of the camera position, and maintains the illusion depicted by the painting. |
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axis |
An optional Axis node input. This links the position, rotation, scale, and skew of the transformed 3D object(s) to the Axis node, so that the transformation controls on the Axis node override the corresponding controls on the GeoTransform node. If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object. |
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Control (UI) |
Knob (Scripting) |
Default Value |
Function |
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GeoTransform Tab |
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Mask |
mask_patterns |
Default - Injected/ All Roots |
Specifies the mask pattern to match the prim names to affect. You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. For example, /GeoCube 1 /GeoCard3 applies the effect to only those prims. Default - Injected/All Roots - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. Tip: You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks. |
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inject_mask | off | When enabled the mask in this node is injected into the node directly below it if that node has the default path mask set. |
| Snap | geosnap_operation | N/A |
Choose what a selection in the Viewer or pivot point is snapped to in the Viewer: • Geo to • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
| (Snap) T | geosnap_translate | on | Sets the translation to the selection within the scene. |
| (Snap) R | geosnap_rotate | off | Sets the rotation to the selection within the scene. |
| (Snap) S | geosnap_scale | off | Sets the scale to the selection within the scene. |
|
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the input object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the input object as a channel file. This is a useful method of sharing setups between artists. |
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Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
|
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
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Translate |
translate |
0,0,0 |
Translates the selection along the x, y, and z axes. You can also adjust translate values by clicking and dragging the axis in the 3D Viewer. |
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Rotate |
rotate |
0,0,0 |
Rotates the selection around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
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Scale |
scaling |
1,1,1 |
Scales the selection on the x, y, and z axes. |
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Uniform Scale |
uniform_scale |
1 |
Scales the selection simultaneously on the x, y, and z axes. |
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skew |
skew |
0,0,0 |
Skews the selection on the x, y, and z axes. |
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Pivot Translate |
pivot_translate |
0,0,0 |
Translates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also translate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer. |
|
Pivot Rotate |
pivot_rotate |
0,0,0 |
Rotates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also rotate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer. |
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Local Matrix |
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Specify Matrix |
useMatrix |
off |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
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matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |
|
Prim Transform Order |
xform_op_order |
Prepend |
Determines when transforms should be applied to the objects specified in the Mask control: • Prepend - applies the transforms from this node before any other transforms applied to the object. • Append - applies the transforms from this node after any other transforms applied to the object. |
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Constrain Tab - controls on this tab are only enabled when the look at input is connected. |
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| Type | constraint | LookAt |
The type of constraint: Look At - Allows your constrained prim to always face and look at the target prim you are constraining to. Parent - Modifies the prim’s transformation as if the target was the parent hierarchically. Allows your constrained prim to match the translation, rotation and scale of the target prim and allows you to set whether you want that transformation to be absolute or relative to the constrained prims existing location in world space, using the maintain offset knob. Transformation - Matches the location, rotation and scale of the prim to the those of the target. Acts similarly to the Parent constraint but is a quick way to constrain via translation or rotation. Translation - Matches the location transformations of the prim to that of the target. Rotation - Matches the rotation transformations of the prim to that of the target . Scale - Matches the scale transformations of the prim to that of the target. |
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constraint_orient_axis | +Z | Orientation axis of the effect. Applies to following types of constraint: LookAt. Also has controls for enabling and disabling the X Y Z axes rotation. |
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Rotate X |
constraint_rotate_x |
on |
Determines whether the constraint occurs around the X axis. |
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Rotate Y |
constraint_rotate_y |
on |
Determines whether the constraint occurs around the Y axis. |
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Rotate Z |
constraint_rotate_z |
on |
Determines whether the constraint occurs around the Z axis. |
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constraint_apply_translate | on | Enables or disables the translation for the constraint for Parent and Transformation Types only. |
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constraint_apply_rotate | on | Enables or disables the rotation for the constraint for Parent and Transformation Types only. |
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constraint_apply_scale | off | Enables or disables the Scale for the constraint for Parent and Transformation Types only. |
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constraint_strength | 1 | Strength of the effect. Applies to following types of constraint: LookAt. |
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constraint_maintain_offset | off, 0 | When enabled, the prim maintains the relative offset between itself and the target at the specified offset frame. |
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constraint_set_maintain_offset_frame | N/A | Set the frame to use to the current frame for maintain offset calculation. |
Set your geometry to a vertex selection within the scene.
Set your geometry to a vertex selection within the scene in a frame range.
Snaps your geometry by using a custom script.
Set your pivot point to a vertex selection within the scene in a frame range.
Set your geometry to a vertex selection within the scene in a frame range.
Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.