Not working geo2_deform

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Does not animate fur http://take.ms/pKca9 [take.ms]
What could it be?
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probably because your groom is done on animated skin and not on the rest one
on your geo2_groom node make sure that Rest Skin Source/Input Skin SOP points to your static rest geo, before any deformation (like file1, or capture_cache1)
Tomas Slancik
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tamte
probably because your groom is done on animated skin and not on the rest one
on your geo2_groom node make sure that Rest Skin Source/Input Skin SOP points to your static rest geo, before any deformation (like file1, or capture_cache1)


I have no points to my static rest geo? But I noticed that the fur is a little clinging to the animation, but not completely, as if it needs to add influence http://take.ms/LJZfW [take.ms]

It is not difficult for you to make a screenshot from my video and to note where exactly it is necessary to prescribe this file?
Edited by dddmod___ - Dec. 2, 2018 15:47:29
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I found the node for the reason that it happens, here on the video http://take.ms/qtpBE [take.ms] But I still don't understand what I did wrong with that node
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Hi,

I just found this discussion - could have spared me some time if I had seen it before :-)

Yes, the problem is that the guide-groom-node in your setup is “locking” the grooming to one single frame. H's documentation even mentions that the guide-groom-node expects static geometry. If you want the grooming to follow your animation, you need to groom on the rest geometry and then have a deform-node make the output follow the skin's (the animated geometry's) deformation.
I find that more than clumsy to set up, so I didn't dive deeper into your scene - the solution you show in the video is kind of the same I came up with (bypassing the lock-down-groom node).

Marc
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https://www.marc-albrecht.de [www.marc-albrecht.de]
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