Hi All,
Have created a default mocap biped. I set it to walk in place.
I realize the bones are being driven by the CHOP network. When I examine the GEO node, which is the character mesh, I can find no link between the Deform node and the MOCAP data?
How does the Deform node know what to deform? Is there simply hidden information in the .bgeo file that it is making use of?
What Binds Bones To Mesh?
1547 2 0- Enivob
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- Enivob
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I keep trying to discover where in the default RIG the binding takes place?
Does anyone at SideFX even know how this stuff works?
Where do I beg for information, it's not in the help files or video tutorials?
Is there another “secret” forum where I can get answers more quickly?
Does anyone at SideFX even know how this stuff works?
Where do I beg for information, it's not in the help files or video tutorials?
Is there another “secret” forum where I can get answers more quickly?
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- tamte
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yes, the binding/weighting information is already stored in the .bgeo in boneCapture and pCapt* attributes
have look at the spreadsheet
those attriutes are usually created using Capture SOP, or Capture Geometry Shelf tool
and modified using other Capture Sops/Tools
have look at the spreadsheet
those attriutes are usually created using Capture SOP, or Capture Geometry Shelf tool
and modified using other Capture Sops/Tools
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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