I see rigdoctor with initialize transforms adds a local 4x4 matrix, but I don’t know much about matrix math, so I’m not even sure how I could transfer local to regular transform you can use Compute Transform SOP for that
Compute Transform SOP to get world transform, then get the axis vector from the world transform matrix (the first 3 value of the first row is x axis, etc).
Seems like most of the time to modify joints is to use the matrix m gg_matrix = ident()
calculate the determinant.
Declaring Matrix transpose matrix
Many KineFX VOPs take “effective local transform” into account.
Effective Transform: This is the local transform that the points’ children inherit from their parents according to the scaleinheritance attribute.
got any vex that I can copy to transfer '__effective_local_transform' or 'local transform' decomposed t: or r: to P ?
you can use cracktransform() VEX to extract transform components from matrix
however you can also use Attribute Transform Extract SOP to do it without VEX for matrix and matrix3 attributes
if you just want to view them in Geometry Spreadsheet, you can also just turn on View/Decomposed Matrices
Kinefx joint orientation - how to swap axis (axes) https://www.sidefx.com/forum/topic/88345/?page=1#post-381583
prim intrinsic: Modify Points for Copy to Points
https://www.reddit.com/r/Houdini/comments/ysbmx6/copy_to_points_with_existing_rotation/
kinefx__rigpose
packed intrinsic wrangling https://www.sidefx.com/forum/topic/88388/
capture data weights wrangling https://www.reddit.com/r/Houdini/comments/tuimcs/whats_bonecapture_pcaptdata_or_does_it_matter_at/
euler angle get orientation https://www.sidefx.com/forum/topic/93545/