| Since | 22.0 |
This component binds the points (or primitives) of a static piece of geometry to a skinned surface so that the geometry deforms along with the surface as the rig is animated. Each bound point records its position relative to the nearest part of the rest surface. That relationship is then reapplied to the deformed surface, so the geometry rides along as the surface bends, stretches, and twists.
This is ideal for attaching clothing, accessories, or detailed geometry to a deforming skin. Give it the rest mesh to capture against and the deformed (skinned) mesh to follow, and the bound geometry will stick to the rig as it is animated.
This node is a wrapper around the Surface Deform SOP.
Parameters ¶
Name
The name to add to the node created by this component.
Settings ¶
Group
A group of points or primitives on the geometry to deform. If left empty, the entire geometry is deformed.
Group Type
Whether Group refers to Points or Primitives.
Attributes
A space-separated pattern of the attributes to deform along with the geometry, for example point normals and tangents. By default (*), all attributes are deformed.
Treat Deformer as Subd
When turned on, the rest and deformed surfaces are treated as subdivision surfaces when computing the deformation.
Use Subd Derivatives
When turned on, subdivision-surface derivatives are used to compute the deformation, giving more accurate results on subdivided surfaces.
Setup ¶
Geometry to Deform
The geometry that is bound to and deformed by the surface.
Rest Surface
The surface in its rest pose. The geometry to deform is bound to this surface.
Deformed Surface
The output port of the deformed version of the rest surface, given as node:outputport. The bound geometry follows this surface as it deforms. If left empty, the last deformer connected to the rest surface output is used.
Tags ¶
| See also |