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
Blur or Smooth Bone Weight - KineFX Stuff
1585 8 2- Milad Savar
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- CYTE
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- Milad Savar
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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
- Milad Savar
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- Jonathan de Blok
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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.
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.
- Jonathan de Blok
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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]
https://www.tokeru.com/cgwiki/HoudiniKinefx [www.tokeru.com]
More code, less clicks.
- Milad Savar
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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
- willh
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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.
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.
- Milad Savar
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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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