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

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.

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. You can change the axis on which the object rotates, or change the Type of constraint on the Constrain tab.

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.

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.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoTransform Tab

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.

Inject Mask 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 Set your geometry to a vertex selection within the scene.

Geo to Set your geometry to a vertex selection within the scene in a frame range.

Geo to Snaps your geometry by using a custom script.

Pivot Point to Set your pivot point to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to a vertex selection within the scene in a frame range.

Pivot Point to 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.

Pivot Point to Snaps your pivot point by using a custom script.

(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.

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.

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.

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.

Scale

scaling

1,1,1

Scales the selection on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Scales the selection simultaneously on the x, y, and z axes.

skew

skew

0,0,0

Skews the selection on the x, y, and z axes.

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.

Local Matrix

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.

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.

Constrain Tab - controls on this tab are only enabled when the look at input is connected.

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.

Orientation Axis (Look At only) 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.

Rotate X

constraint_rotate_x

on

Determines whether the constraint occurs around the X axis.

Rotate Y

constraint_rotate_y

on

Determines whether the constraint occurs around the Y axis.

Rotate Z

constraint_rotate_z

on

Determines whether the constraint occurs around the Z axis.

Translate (Parent and Transformation only) constraint_apply_translate on Enables or disables the translation for the constraint for Parent and Transformation Types only.
Rotate (Parent and Transformation only) constraint_apply_rotate on Enables or disables the rotation for the constraint for Parent and Transformation Types only.
Scale (Parent and Transformation only) constraint_apply_scale off Enables or disables the Scale for the constraint for Parent and Transformation Types only.
Strength (Look At only) constraint_strength 1 Strength of the effect. Applies to following types of constraint: LookAt.
Maintain Offset Frame constraint_maintain_offset off, 0 When enabled, the prim maintains the relative offset between itself and the target at the specified offset frame.
Maintain Offset Frame (Set to Current Frame) constraint_set_maintain_offset_frame N/A Set the frame to use to the current frame for maintain offset calculation.