# 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.| | **Frame** | Enum | **(Inspector)** Specify which frame to get the transform from. | ### 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**. |