Houdini 16.5 Shelf tools

Capture Geometry shelf tool

Uses one or more geometry objects as the skin for a hierarchy of bones or a set of metaball objects.

On this page

This tool is used to bind a character’s skin to its bones or muscles.

Using Capture Geometry

  1. Click the Capture Geometry tool on the Characters tab.

  2. Select the geometry objects to capture and press Enter to confirm your selection.

  3. Select the root object of the capturing hierarchy and press Enter to confirm your selection.

Note

The bones should be slightly angled so that the capture knows which way it should bend. The geometry should also be slightly curved so that the bones fit nicely inside. This prevents the shape from deforming when straightened.

For specific parameter help see the Capture Geometry operation.

To fully understand what is done behind the scenes for these two methods, you may wish to look at the SOPs that are added for each of the captured geometry objects.

Parameters

Method

Specify whether the tool should replace or append any pre-existing weights on the skin geometry.

Type

Biharmonic

Computes weights using biharmonic distances.

Proximity

Computes weights using spatial distances.

Regions

Computes weights using the capture regions in bones.

Select

Choose how bones are to be selected. If set to Root of Skeleton, then selecting an object in the viewport will also select all descendant output objects. If set to Individual Bones, then only single bones are selected at a time.

Use Capture Pose

Creates a setup that uses the bones' capture pose parameters instead of their transforms at a particular capture frame.

Channel Group Prefix

The channel group name prefix used when creating channel groups to contain the newly created channels when setting keys. This is only used when Use Capture Pose is disabled.

Capture Frame

The frame to use for capturing the bones to the geometry. This is only used when Use Capture Pose is disabled.

Set Keys on Capturing Hierarchy at Capture Frame

Creates keys at the Capture Frame on objects used for capturing. This is only valid when Use Capture Pose is disabled.

Set Keys on Geometry at Capture Frame

Creates keys at the Capture Frame on the objects containing the skin geometry. This is only valid when Use Capture Pose is disabled.

Max Iterations

The number of biharmonic solver iterations. More iterations produce higher quality results. This is only used when Type is set to Biharmonic.

High Precision

If enabled, creates a more precise setup using Solid Conform instead of Solid Embed. This is only used when Type is set to Biharmonic.

Shelf tools

Using the shelf

  • Customize the shelf

    How to change the look of the shelf, change and rearrange its contents, and create your own shelf tools.

Shelf tabs

  • Create tab

    Tools on the Create tab let you create and place primitives, curves, and null objects in the scene view.

  • Modify tab

    Tools on the Modify tab let you easily customize objects in the scene view.

  • Model tab

    Tools on the Model tab let you edit objects in the scene view.

  • Polygon tab

    Tools on the Polygon tab let you modify polygons in the scene view.

  • Deform tab

    Tools on the Deform tab let you deform objects in the scene view.

  • Texture tab

    Tools on the Texture tab let you texture objects in the scene view.

  • Rigging tab

    The Rigging tab contains tools for creating premade rigs.

  • Muscles tab

    The Muscles tab contains tools for creating muscles.

  • Characters tab

    Tools on the Character tab let you create characters in the scene view.

  • Constraints tab

    Tools on the Constraints tab create a constraint network where you can constrain objects to each other in the scene view.

  • Hair Utils tab

    Tools on the Hair Utils tab let you quickly set up hair and fur on objects.

  • Guide Process tab

    Tools on the Guide Process tab let you influence the placement and orientation of guide hairs by painting skin attributes.

  • Guide Brushes tab

    Tools on the Grooming tab let you add and directly manipulate hair.

  • Terrain FX shelf tab

  • Cloud FX tab

    The Cloud FX tab contains tools for creating cloud effects.

  • Volume tab

    The Volume tab contains tools for creating volume effects.

  • Lights and Cameras tab

    Tools on the Lights and Cameras tab let you create and place lights and cameras in the scene view.

  • Collisions tab

    Tools on the Collisions tab let you create collision objects in the scene view.

  • Particles tab

    Tools on the Particles tab let you create dynamic particle simulations.

  • Grains tab

    The Grains tab contains tools for simulate grains of sand and other granular matter.

  • Rigid Bodies tab

    Tools on the Rigid Bodies tab let you create dynamic RBD objects in the scene view.

  • Particle Fluids tab

    Tools on the Particle Fluids tab let you create particle based liquids in the scene view.

  • Viscous Fluids tab

    Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity.

  • Oceans tab

    The Oceans tab contains tools for creating ocean simulations.

  • Fluid Containers tab

    The Fluid Containers tab contains tools for creating pyro, smoke, and liquid containers.

  • Populate Containers tab

    The Populate Containers tab contains tools for creating and removing fire, smoke, and liquid.

  • Container Tools tab

    The Container Tools tab contains tools for manipulating fire, smoke, and liquid.

  • Pyro FX tab

    Tools on the Pryo FX tab let you create simulated smoke and fire effects.

  • Cloth tab

    Tools on the Cloth tab let you create and constrain cloth objects in the scene view.

  • Solid tab

    Tools on the Solid tab let you create and modify solid objects.

  • Wires tab

    Tools on the Wires tab let you create flexible dynamic objects in the scene view.

  • Crowds tab

    The Crowds tab contains tools for creating crowds, crowd behaviors, as well as examples.

  • Drive Simulation tab

    Tools on the Drive Simulation tab let you manipulate dynamic objects in the scene view.

Technical