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The closer the point is to the boundary of a Capture Region, the lighter the assigned capture weight to that region will be.
The optional second input can be used to specify extra capture regions to process in addition to those in the Parent Object hierarchy.
The Bone Capture operation will not visibly change the geometry (except to possibly add point colors for feedback). To actually change the geometry by animating the Capture Regions, append a Bone Deform operation.
Typically one or more Capture Regions are placed in an object (usually a bone) and named "cregion". The object is then read into a Bone Capture operation through the object’s hierarchy. The object is moved to deform the Bone Capture operation’s geometry with a Bone Deform operation.
The weighting scheme is described in the next section, Capture Edit SOP.
When a hip file is loaded, all of the associated capture regions are evaluated at the capture frame. Keyframes must be set to position the capture regions properly at the capture frame. Otherwise, the geometry will be weighted incorrectly upon subsequent file loads.
Optional point group to capture.
Top of the object hierarchy traversed for Capture Region operations. This may be empty if the Extra Regions parameter is given.
The list of paths to extra bone objects or capture regions to be used separated by spaces. This list is appended to what the Hierarchy parameter specifies.
Specifies the operations in which to find the Capture Regions.
Traverse into subnets
If turned on, when traversing the hierarchy for capture regions, also traverse inside object subnets.
Create Relative Skeleton Root Path
If on, then the internal cregion paths are generated with a skeleton path prefix that is relative to this sop. If off, then the prefix is determined by the longest common object path prefix out of all the capture region paths.
Use Capture Pose
If turned on, the capture parameters of bones and capture regions are used to capture points. This means that the arrangement of bones and the shapes of capture regions are capture frame independent. The capture pose can be viewed by choosing Edit ▸ Objects ▸ Bone Kinematic Override: Capture Pose from the menu.
Frame number at which to compute the capture weighting. This frame will cook slower than other frames due to the weighting computation.
Weight from either the point location or surface location (for NURBS or Bezier surfaces).
Adjusts the capture weights so they add up to one for every point. This makes the paint tools easier to use. For backwards compatibility, this should be changed to off.
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.
Adds point color attributes to show the weighting of the points. The color of each point will be a blend of the colors of its captured regions.
Zero Weight Point Color
Color used for points with zero weight.
Capture override file name (.ocapt extension). The file is loaded at the capture frame after the default weight computation. Please refer to the documentation for the .ocapt file format.
File name for saving override files with the current weighting data.
Increment Save File
Increments "Save File" name before saving.
Save All Data to File
Save the weighting of all points to the Save File.
Save Selected Points to File
Save the weighting of selected points to the Save File. Note that you must be editing this geometry in the viewport.
Forces the node to recook.
The following examples include this node.
This is an example of how to use the Capture Attribute Unpack SOP to turn capture attributes into something accessible to VEX. It then provides methods to smooth the capture attributes and deform them entirely in VEX.