Houdini 22.0 Character KineFX

Surface Deform

Deforms geometry by binding it to a skinned surface and following the surface as it deforms.

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

Tags

The tags to add to the deform node created by this component.

See also

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

Customizing the animate state

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix