Lumberyard
User Guide (Version 1.20)

Controller Nodes

See the following controller nodes in the Animation Editor.

Get Transform

The Get Transform node gets the transform data from a joint that you specify. The transform includes the translation (position), rotation, and scale. You can use this node to return the transform for your animations.

To create a Get Transform node

  1. In Lumberyard Editor, choose Tools, Animation Editor.

  2. In the Animation Editor, on the Anim Graph tab, open an existing animation graph or click the + icon to create one.

  3. Right-click the graph and choose Create Node, Sources, Blend Tree.

  4. Double-click the Blend Tree node, right-click the graph, and then choose Create Node, Controllers, Get Transform.

    
                        Add the Get Transform node to your anim
                            graph.

    The Get Transform node appears in your graph.

    
                        Get Transform node
  5. To get the transform from a specific animation, right-click the graph and choose Create Node, Sources, Motion.

  6. Connect the Output Pose of the Motion node to the Input Pose of the Get Transform node.

    
                        Connect the Motion node to the Get
                                Transform node in your anim graph.
  7. For the Get Transform node, in the Attributes tab, click Select node. This selects the joint from which you want to get the transform.

    
                        Set the joint for the Get Transform
                            node.
  8. In the Node Selection Window, select your preferred joint and click OK.

    
                        Select a joint for the Get Transform
                            node.

    The Get Transform node will output the vector (x, y, z) for Output Translation (position), Output Rotation, and Output Scale.

  9. In the right pane, on the Attributes tab, specify the Transform Space. You can specify the following.

    Attribute Description
    Local

    The transform relative to the parent.

    World

    The transform relative to the world.

    Model

    The transform relative to the model's origin.

Set Transform

The Set Transform node sets the transform from a selected joint, including translation (position), rotation, and scale.

To create a Set Transform node

  1. In Lumberyard Editor, choose Tools, Animation Editor.

  2. In the Animation Editor, on the Anim Graph tab, open an existing animation graph or click the + icon to create one.

  3. Right-click the graph and choose Create Node, Sources, Blend Tree.

  4. Double-click the Blend Tree node, right-click the graph, and then choose Create Node, Controllers, Set Transform.

    
                        Add the Set Transform node to your anim
                            graph.

    The Set Transform node takes Input Pose, Translation (position), Rotation, and Scale as inputs, and then outputs Output Pose for selected nodes (joints).

  5. For the Set Transform node, on the Attributes tab, click Select joint. This specifies the joint from which you want to set the transform.

    
                        Set the Select joint attribute for the
                                Set Transform node.
  6. Select your preferred joint and click OK. The Set Transform node will output the vector (x, y, z) for Output Pose.

  7. In the right pane, on the Attributes tab, specify the Transform space. You can specify the following.

    Attribute Description
    Local

    The transform relative to the parent.

    World

    The transform relative to the world.

    Model

    The transform relative to the model's origin.