Shifting transform modifiers from azure tracking


I have a rigged fbx character being controlled via the kinect4 skeleton node. I use the output of a bone to connect to the inherit transform modifiers input of various objects, and I would like to know how to add or subtract values from the inherited transform data i.e. rotate the dependent objects an extra 180 deg or shift them an extra 2 meters in the x direction. Thanks!

With extrsctor nodes, you could probably get the position xyz, maybe rotation, and then add /subtract them to your hearts content in a modifier chain before hooking them back up later.
Will be dependant on how your scene is set up though, always helps to have a dfx for reference :slight_smile:
– Ryan