Captures points on geometry to metaballs, similarly to capturing to a bone.
By itself, this operator does not affect the geometry. The metaballs are not output.
Connect the skin geometry to the first input, and input the paths to the metaball SOPs in the Metaball SOPs parameter. The metaballs must be in primitive groups . To interactively perform a capture, use the Capture Geometry tool at the OBJ level.
Captured points will have a
metaCapture point attribute containing the
name of the metaball group that captured the point, and the group’s
The density of the metaball where it captured the skin geometry at the capture frame controls how much influence the metaball has when it deforms the skin geometry.
You can edit the influence of the metaballs on the skin per-group by using the Capture Layer Paint SOP
Paths to the SOPs containing the metaballs. These are typically paths to Muscle SOPs which create a series of metaballs representing a muscle.
Frame number at which to compute the capture weighting. This frame will cook slower than other frames due to the weighting computation.
|Destroy Existing Weights|
Destroy any existing capture weights.
If destroy existing weights is off, then this parameter determines the blend factor of the created capture weights with the existing ones.
Whether to visualize the capture weights by coloring the geometry.
Whether to visualize weights as a single weight, or as multiple colors for all capture regions.
For the single primitive visualize type, this specifies how to map the weights to a color.
|Zero Weight Point Color|
For the multiple primitives visualize type, this specifies the color used for points with zero weights.
Forces the node to recook.