Blur or Smooth Bone Weight - KineFX Stuff

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Hello Guys ..

I have one question about the Bone Weight - when i add my bone into the skin part all part have same weight -

there is any node or method we get like Falloff ?

I remember it happening in default Maya - but in houdini I'm really new in Bone Stuff .

there is hipfile - Thank you in advance for any help
Edited by Milad Savar - May 14, 2023 11:59:56

Attachments:
KineFX Bone Deform.hip (153.0 KB)

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Hey Miald,

It's because you only have one joint. If you add multiple the falloff works more like you expect it.
But if this is really your use case I would use a softtransform node.

Cheers
CYTE
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CYTE
Hey Miald,

It's because you only have one joint. If you add multiple the falloff works more like you expect it.
But if this is really your use case I would use a softtransform node.

Cheers
CYTE

Thanks, CYTE / Yes Correct
But im trying to modify BoneCapture Attrib but is really Confusing.
I don't have just one Bone is just like scattering many bones on surface, it was just an example which I share
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No one has any idea ؟ :S
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first you have to use the 'unpack capture attributes' sop nodewhich give you 2 point attributes, a list of indexes and a list of weights. The index refers to a detail attribute list which has a list of joint names.

In it's unpacked state you can easily mess with the weights etc. Use a 'pack capture attributes' node to pack it up again so bone deform node can use it.
More code, less clicks.
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And check this page for a lot of good to know stuff:

https://www.tokeru.com/cgwiki/HoudiniKinefx [www.tokeru.com]
More code, less clicks.
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Jonathan de Blok
first you have to use the 'unpack capture attributes' sop nodewhich give you 2 point attributes, a list of indexes and a list of weights. The index refers to a detail attribute list which has a list of joint names.

In it's unpacked state you can easily mess with the weights etc. Use a 'pack capture attributes' node to pack it up again so bone deform node can use it.

Thanks Jonathan
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You can use the smooth node to blur bone capture attribs, but you will need to have more than one joint in order for it to work.
What I have done is create a root and ctrl joint. I flood the whole grid with the weight of the root and then add the weight of the control joint. This will now smooth appropriately.

Attachments:
smooth_weights.gif (2.2 MB)
smooth_capture_weights.hiplc (127.2 KB)

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willh
You can use the smooth node to blur bone capture attribs, but you will need to have more than one joint in order for it to work.
What I have done is create a root and ctrl joint. I flood the whole grid with the weight of the root and then add the weight of the control joint. This will now smooth appropriately.

Great Thanks William
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