Geometry Attribute Constraint¶
The Geometry Attribute constraint transforms an object or bone according to a target object’s sampled geometry attribute data. This allows motion and deformation to be driven directly by procedural geometry outputs, such as positions or orientations from Geometry Nodes.
Options¶
Geometry Attribute constraint.¶
- Target
The target object to retrieve geometry from. The supported geometry types are Mesh, Curve, Point Cloud, and Instance.
- Offset with Target Transform
Apply the target object’s world transform on top of the attribute’s transform.
- Attribute Name
Name of the sampled attribute. The default attribute name is position.
- Data Type
Data type of the sampled attribute. The type will determine which components will be used for transforming the constraint object.
- Vector:
Vector data type, affects the location.
- Quaternion:
Quaternion data type, affects the rotation.
- 4x4 Matrix:
4x4 Matrix data type, affects the entire transform. Location, Rotation, and Scale components can be toggled separately, but will remove matrix shearing.
- Domain
Domain of the sampled attribute.
- Point:
Point domain from a Mesh, Curve, or Point Cloud.
- Edge:
Edge domain from a Mesh.
- Face:
Face domain from a Mesh.
- Face Corner:
Face Corner domain from a Mesh.
- Spline:
Spline domain from a Curve.
- Instance:
Instance domain from an Instance.
- Sample Index
Index of the geometry element to sample the attribute. Index values are clamped to what is present on the target geometry.
- Mix Mode
Specify how the copied and existing transformations are combined.
- Replace:
Replace the original transformation with the transform from the attribute.
- Before Original (Full):
Apply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.
- Before Original (Split Channels):
Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraints.
- After Original Full:
Apply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.
- After Original (Split Channels):
Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraints.
- Influence
How strongly the constraint affects the owner.