How To Bind Mesh To Armature

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Hi All,

I have a skeleton that I imported from a BVH file. The first frame is in T-Pose.
I have an imported FBX mesh that is in T-Pose.

What is the next step to binding the two together so the bones deform the mesh?
Is there a shelf tool?

Thanks

Attachments:
mesh_mocap.zip (4.1 MB)
t-pose.jpg (240.8 KB)

Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Capture Geometry in the Rigging shelf !? :?
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Ah, that does work, but the bone influence does not seem to cover all the vertices?

Does Houdini have any auto skin features like Blender's bone heat which creates automatic weighting for each bone?
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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I don't think so. I'm using weight painting for this.
Simply add a Capture Layer Paint Node before the Deform node.
In the Capture Layer Paint Node select the desired Capture Region and begin painting.
English is not my native language, sorry in advance for any misunderstanding :-)
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