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This SOP is automatically created along with Bone Objects to create the bone geometry that appears in the viewer.
Use a packed disk primitive for the bone link. This enables instanced drawing of bones which can greatly improve animation performance.
When the custom link geometry input is connected, and Pack Bone is enabled, this gives the geometry a unique name so it can be globally instanced. Different link geometry should have different names, and link geometry that is the same should share names (like
Show Proxy Geometry
If set to 1, proxy geometry is created using the Proxy Geometry input.
This scales the proxy geometry when shown.
Show Capture Region
If set to 1, capture region geometry is created using the Capture Regions input.
Extra Snap Points
Allows extra points to be added for snapping, which is especially useful when the bone is packed (see Pack Bone, above). A packed bone will already have a point at its root, but the points in the packed geometry itself cannot be used as snap targets.
Custom Link Geometry
If supplied, this input’s geometry will be used instead of the default generated geometry when the Show Link Geometry parameter is set to 1. In that case, the Show Link as IK parameter will not be used.
This input’s geometry will be used if the Show Proxy Geometry parameter is set to 1.
This input’s geometry will be used if the Show Capture Region parameter is set to 1. This input is typically connected by a Capture Region SOP.
The following examples include this node.
This example demonstrates how to use the IKSolver CHOP.
This example demonstrates how to manually use the InverseKin CHOP. To create bone chains with inverse kinematics, it is easiest to use the Character > Bones shelf tool.
This example demonstrates an example usage of the TransformChain CHOP.
This example demonstrates how to make a muscle jiggle in object space using a two point muscle.
This is an example of how to use the Capture Attribute Unpack SOP to turn capture attributes into something accessible to VEX. It then provides methods to smooth the capture attributes and deform them entirely in VEX.