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The object-level Muscle tools are now deprecated pending the release of the new SOP-based Muscles & Tissue system.
This node creates capture weights on points within a certain radius away from the given set of muscle primitives. The weights are unique to the given primitive Muscle ID attribute. This means that a point falling within a Radius distance away from a muscle primitive with a certain ID will get a weight based on how far it is assigned to that ID. Thus each point may have multiple weights corresponding to multiple unique muscle IDs.
Using Muscle Deform
Simply feed the skin geometry to the first input and muscle geometry to the second input providing the relevant Muscle ID and the points overlapping with the given muscle primitives will be marked. To see which points are weighted consider using the Capture Layer Paint SOP.
If the muscles have limited geometry in the interior, weights may be missing from where the interior of muscles intersected the skin points. To resolve this issue, you may provide points or Signed Distance Fields (SDFs) in the form of VDBs (for this to work you must enabled the SDF Muscles option) instead. VDBs are preferred for volumetric representations.
Subset of points to assign weights to.
Expect VDB signed distance fields on the second input.
Unique ID attribute assigned to distinguish between different muscle groups.
Points within this distance will be assigned a non-zero weight for the corresponding muscle ID.
Optional weight attribute that specifies the general area of skin being affected by muscles. This considers all muscles regardless of Muscle ID.
Points within this distance will be assigned a non-zero weight.