I'm kinda stuck here trying to figure out what's the best way to achieve what i want.
As you can see in the screenshot, I have a rigged fbx model, that I want to animate using a vellum hair simulation and a wind force. Big picture is I'm animating tentacles-like creatures. The skeleton deformation (in green) is good, but the skinning (transparent gray) is clearly not.
I'm pretty sure this is because the bones in the fbx are translated based on the skeleton deformation, but I can't think of a way to have them rotate towards instead. I think the most appropriate way would be to use a FABRIK solver (probably in place of the bonedeformnode), but this is where my Houdini knowledge comes short... Any hint on how to implement that?
Vellum Hair Constraint computes p@orient attribute and solver uses and updates it, however this doesn't have any effect to 3@transform attribute that kinefx uses
since kinefx transform and orient can be different orientations, it's best to update existing transform by orient difference rather than trying to compute one from another
1. store p@orient attrib (computed by hair constraint) as e.g. @orient_init right before the solver using Attribute Swap SOP or Wrangle:
p@orient_init = p@orient;
2. right after the solver, apply the orient difference to transform attrb: