# Get Skinned Mesh Local Root Transform
Menu Path: **Operator > Sampling > Get Skinned Mesh Local Root Transform**
Use the **Get Skinned Mesh Local Root Transform** Operator to get the transform of a root bone in a skinned mesh, relative to the Skinned Mesh Renderer component.
The following use the settings in this Operator:
- The [Sample Skinned Mesh](Operator-SampleMesh.md) Operator. Refer to the **Skinned Transform** setting.
- The [Set Position (Skinned Mesh)](Block-SetPosition(Mesh).md) Block. Refer to the **Skinned Transform** setting.
## Operator settings
| **Property** | **Type** | **Description** |
| ------------- | -------- | ------------------------------------------------------------ |
| **Transform** | Enum | **(Inspector)** Specify which transform to output from the Skinned Mesh Renderer.
- **WorldRootBoneTransform**: Output the world transform of the root bone. The Operator becomes a [Get Skinned Mesh World Root Transform](Operator-SkinnedWorldTransform.md) Operator.
- **LocalRootBoneTransform**: Output the transform of the root bone relative to the Skinned Mesh Renderer. The Operator becomes a [Get Skinned Mesh Local Root Transform](Operator-SkinnedLocalTransform.md) Operator.
|
| **Frame** | Enum | **(Inspector)** Specify which frame to get the transform from.- **Current**: Get the transform from the current frame.
- **Previous**: Get the transform from the previous frame. The [Sample Skinned Mesh](Operator-SampleMesh.md) Operator uses this setting to calculate velocity correctly.
|
### Operator properties
| **Input** | **Type** | **Description** |
| ------------------------- | --------------------- | ------------------------------------------------------------ |
| **Skinned Mesh Renderer** | Skinned Mesh Renderer | Specify the Skinned Mesh Renderer to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer** |
| **Output** | **Type** | **Description** |
| ------------- | --------- | ------------------------------------------------------------ |
| **Transform** | Transform | The transform specified in the **Transform** Operator setting. The output is in world space if you set **Transform** to **WorldRootBoneTransform**, or in local space if you set **Transform** to **LocalRootBoneTransform**. |