| Since | 20.0 |
This component adds a sop::bonedeform node to an APEX rig. See rigging a simple geometry and rigging a character for example uses of this component.
Parameters ¶
Name
The name of the sop::bonedeform node.
Settings ¶
Group
The group of points to deform. When empty, all points are deformed.
Method
Specifies the deformation method.
Linear
The standard and fastest method. However, artifacts can occur for twisting geometry between two bones, producing volume loss. To fix these artifacts, introduce additional bones to even out the deformation.
Dual Quaternion
Dual quaternion skinning is an alternate way of computing the deformation from bones. This method is better than the traditional Linear skinning for deforming twisting geometry and preventing volume loss. This is often used for body parts, such as a character’s shoulders.
Blend Dual Quaternion and Linear
Blends the deformation computed using the Linear and Dual Quaternion methods based on the point attribute specified in Blend Attribute. A blend attribute value of 0.0 uses the Linear skinning solution, a blend value of 1.0 uses the Dual Quaternion solution, and a blend value of 0.5 evenly mixes the two solutions.
From Input Geometry
The deformSkinMethod global attribute provides the skinning method, where the string value linear specifies Linear skinning, dualquat specifies Dual Quaternion skinning, and blenddualquat specifies Blend Dual Quaternion and Linear skinning. The deformDualQuaternionBlendAttrib global attribute also provides the Blend Attribute name.
Blend Attribute
When Method is set to Blend Dual Quaternion and Linear, this is the point attribute used to blend the deformation.
Other Attributes
The attributes to carry through the deformation. Accepts a pattern (default *, all attributes).
Deform Normals
When turned on, deforms the point normals along with the geometry.
Delete Capture Attributes
When turned on, deletes the capture attributes on the geometry. The capture attributes are boneCapture, pCaptFrame, and pCaptSkelRoot. See skin capture for more information.
Delete Point Colors
When turned on, deletes the point color (Cd) attribute on the output geometry.
Use OpenCL
When turned on, enables GPU acceleration using OpenCL. When turned off, the CPU path is used.
Setup ¶
Animated Skeleton
The skeleton that is deformed using a skel::SetPointTransforms node. This parameter is composed of the skel::SetPointTransforms node name and the skel::SetPointTransforms port that connects to the sop::bonedeform node, for example,
pointtransform.geo. This parameter also accepts the APEX path pattern port syntax, for example, pointtransform:geo and pointtransform:geo[out]. If the [out] port is not specified, the first port is used.
Rest Skeleton
The name of the skeleton used to deform the geometry with the capture weights.
Promote Rest Skeleton
When turned on, promotes Rest Skeleton to the graph input node.
Rest Geometry
The name of the geometry (with the capture weights) to deform (the capture mesh).
Promote Rest Geo
When turned on, promotes Rest Geo to the graph input node.
Output Geometry
The name of the output geometry to display. This is usually the same as Rest Geo.
Promote Output Geo
When turned on, promotes Output Geo to the graph output node.
Tags ¶
| See also |