Bone Info Node¶
The Bone Info node gets bone transform properties from an armature object. This can be used to control geometry node behavior with a rig or implement armature deformation using vertex group attributes.
Note
A dependency cycle can occur if the Bone Info node uses one bone and another bone in the same armature in turn depends on the modified object, for example using a Geometry Attribute Constraint. Inside an armature each bone can be referenced individually, but the geometry modifier node can only add a dependency on the entire armature. This is because the bone name is a generic string that does not generally point to a single bone.
Inputs¶
- Armature
Armature object to get bone poses from.
- Bone Name
Name of the bone to get the pose transforms from.
Properties¶
- Transform Space
The space in which pose transforms are defined.
- Original:
Output the pose and rest pose relative to the armature object origin.
- Relative:
Bring the pose and rest pose into the modified object’s space.
Outputs¶
- Pose
Evaluated final transform of the bone.
- Local Pose
Difference between the pose and rest pose, relative to the parent bone. Not affected by the transform space.
- Transform Pose
Matrix representing the bone’s location, rotation, and scale properties. Not affected by the transform space.
- Rest Pose
Original transform of the bone as defined in edit mode.
- Rest Length
Original length of the bone.