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This node computes the post-pose deform or pre-pose deform difference of two geometries: rest and example. The geometries must have the same number of vertices and have a similar topology. The post-deform difference method returns the difference vectors between the input geometries. Identical vertices become zero vectors. The pre-deform difference method first transforms the example geometry to the rest-pose by applying inverse skinning method to the deformed geometry. The example geometry has been deformed and edited this node returns the difference vectors as though they were made to the pre-deformed example geometry.
Transforms the example geometry into the rest-pose by applying inverse skinning method to the example geometry before computing the difference.
Computes the difference of specified attribute on the two geometries.
Produces a similar result as the Pre-Deform method however instead of transforming the example geometry with inverse skinning this method transforms each point by the inverse of the orientation indicated by a quaternion point attribute.
From Input Geometry
When selected the
shapeDiffMethod global attribute gives the difference method where the string value
predeform specifies Pre-Deform differencing,
postdeform specifies Pose-Deform differencing, and
postdeform_orient specifies Post-Deform Orient differencing. The
shapeDiffOrientAttrib global attribute also gives the Orient Attribute name.
The name of the quaternion point attribute to use with the Post-Deform Orient difference method.
Skeleton Root Path
Specifies the parent OBJ for the bones attached to the input geometry. The
pCaptSkelRoot detail attribute is used by default when this parameter is empty. If this parameter is non-empty, it overrides the
pCaptSkelRoot detail attribute in the input geometry. Relative path values here will be with respect to this node.
An optional path to a CHOP node that contains channels for the world bone transforms, overriding the current state of the bones. In CHOPs, the Extract Bone Transforms node can be used to capture the bone transforms.
deformTransformsPath detail attribute is used by default when this parameter is empty. If this parameter is non-empty, it overrides the
deformTransformsPath detail attribute in the input geometry.
Dual Quaternion Blend Attribute
The name of the point attribute to use with the Blend Dual Quaternion and Linear skinning method.
Deforms the point normals to match the deformation of the points.
Deform Vector Attributes
Deforms the vector attributes to match the deformation of the points.
Vector attributes to deform.
Deform Quaternion Attributes
Deforms the quaternion attributes to match the deformation of the points.
Quaternion attributes to deform.
Attribute of the mask from the second input to be used. The first (red) component is used as mask value.
Scales the mask to reduce its effect globally.