TransformGeo

The TransformGeo node lets you translate, rotate, scale, and skew 3D geometry objects.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The 3D geometry object you want to translate, rotate, scale, or skew. If you want to transform several objects together, you can also connect a MergeGeo node here.

look

An optional input where you can connect a Camera or 3D object that the transformed 3D object should face. If a look input exists, the transformed 3D object is automatically rotated to point towards the look input whenever the look input is moved.

This can be useful, for example, if you have a 2D matte painting mapped to a Card in your scene. The look 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 TransformGeo 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

TransformGeo Tab

display

display

unchanged

Adjust the display characteristics of the 3D object. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer.

off - hides the 3D geometry object.

wireframe - displays only the outlines of the object’s geometry.

solid - displays all geometry with a solid color.

solid +wireframe - displays the geometry as solid color with the object’s geometry outlines.

textured - displays only the surface texture.

textured +wireframe - displays the wireframe plus the surface texture.

unchanged - doesn't change the object's display mode. The Viewer can override this setting.

selectable

selectable

enabled

When enabled, you can make selections as normal in the Viewer. When disabled, points cannot be selected or changed.

render

render_mode

unchanged

Sets how the object will render. This control is independent from the display selection, but has the same settings.

transform normals

transform_normals

disabled

When enabled, transforms normals in the rendered output. In most cases this control should be left disabled.

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.

snap_menu

N/A

Match selection position - the object is snapped to a new position depending on the points selected.

Match selection position, orientation - the object is snapped to a new position and orientation depending on the points selected.

Match selection position, orientation, size - the object is snapped to a new position, orientation, and size depending on the points selected.

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

Lets you translate the 3D object 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

Lets you rotate the 3D object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

scale

scale

1,1,1

Lets you scale the 3D object on the x, y, and z axes.

uniform scale

uniform_scale

1

Lets you scale the 3D object simultaneously on the x, y, and z axes.

skew

skew

0,0,0

Lets you skew the object on the x, y, and z axes.

pivot

pivot

0,0,0

When you make changes to the 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot x, y, and z controls allow you to offset the pivot point and move it anywhere you like - you can even move it outside of the object. Subsequent transformations will then occur relative to the new pivot point location.

You can also hold down Ctrl/Cmd+Alt and drag the pivot point to a new location in the 3D Viewer.

Local Matrix

Specify Matrix

useMatrix

disabled

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.

Look Tab

Look Axis

look_axis

+Z

The axis around which the 3D object is rotated to face the look input.

Rotate X

rotate_x

on

Determines whether the rotation occurs around the X axis. Note that for the rotation to truly "look at" the look input, all three of these options must be activated.

Rotate Y

rotate_y

on

Determines whether the rotation occurs around the Y axis. Note that for the rotation to truly "look at" the look input, you have to set all three of these options.

Rotate Z

rotate_z

on

Determines whether the rotation occurs around the Z axis. Note that for the rotation to truly "look at" the look input, you have to set all three of these options.

Look Strength

look_strength

1

Determines to what extent the 3D object rotates to the new orientation. The smaller the value, the less the object is rotated. Setting the value to 0 produces no rotation.

Use Quaternions

use_quaternions

off

Uses an alternate scheme to calculate the look rotation. This option may be useful to smooth out erratic rotations along the look axis.

Step-by-Step Guides

Using the TransformGeo Node