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Typically one or more Capture Regions are placed in an object (usually a bone) and named "capture_region". The object is then read into a Capture operation through the object’s hierarchy. The object is moved to deform the Capture operation’s geometry with a Deform operation.
The Capture Region volume is a tube with hemispheres at each end. By adjusting the shape of the capture region, you can affect how points are weighted by the Capture operation. The closer a point is to the edge of a region, the lighter the weight. Thus you can increase point weighting by increasing the size of the region.
The parameters in the Region tab define the values used for deforming the skin points while the values in the capture tab define the values used for capturing them. The shape of the capture region used for capturing can be viewed by setting Edit ▸ Objects ▸ Bone Kinematic Override: Capture Pose from the main menu.
Rig Adjustment parameters define a transform that nullifies deformations that may be caused by bone position tweaking during a rigging process. This happens after the geometry has been captured when bone joints need to be adjusted to improve animation. After capturing, moving a bone is going to deform the captured geometry. To reset this deformation, the capture region in a deforming (animating) pose needs to be aligned back with the capture region in a capturing pose. A transformation defined by the Rig Adjustment parameters aligns the deform and the capture incarnations of the capture region. This transformation is automatically calculated by the Align Capture Pose tool or when an hscript command "bonealigncapture" is invoked on bones. On a side note, the transform order of the rig adjustment is RTS and rotation order is ZYX.
Using Edit Capture Region
Defines the direction axis of the region. Use Z axis when the region is inside a bone object.
Position of the center of the region
Orientation of the region expressed as rotational angles
in degrees around x, y, and z axis. The order of
rotation follows that of a bone and is ZYX. Rotation is
performed around the center of the region.
Squash and Stretch
Scaling parameters in the x, y, z axis direction of a
local reference frame. Effectively, the parameters
Center, Rotate, and Squash and Stretch for a
transformation matrix with the RTS transform order and
ZYX rotation order
Height of the region from the center to /theight the top cap.
X,Y,Z radii of the top hemisphere
Scaling factor for both Top and Bottom Height parameters /hscale.
Rig Adjust Translate
Rig Adjust Rotate
Rig Adjust Scale
Rig Adjust Z Factor
coefficient that scales the animation z-factor to equal the capture z-factor /rigadjustzfactor.
A capture counterpart of the Orientation parameter in Region tab.
A capture counterpart of the Center parameter in Region tab.
A capture counterpart of the Rotate parameter in Region tab.
Squash and Stretch
A capture counterpart of the Squash and stretch parameter in Region tab.
A capture counterpart of the Top Height parameter in Region tab.
A capture counterpart of the Top Cap parameter in Region tab.
A capture counterpart of the Bottom Height parameter in Region tab.
A capture counterpart of the Bottom Cap parameter in Region tab.
A capture counterpart of the Height Scale parameter in Region tab.
Defines the weight of a point exactly on the center line and edge of the region respectively. Point weights in between will be blended.
The Capture operation uses region colors for helpful feedback. By default the region inherits the color of its containing object (via an expression).
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.