Issue with Bone Capture Proximity and multiple duplicated

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Hi,
I’m trying to understand the right workflow for Bone Capture Proximity when dealing with multiple duplicated rigs.

Here’s what I’m doing:
– I duplicate the same skeleton and mesh using Copy and Transform.
– Inside a For-Each loop, I use @copynum to split them so that each mesh is paired with its corresponding skeleton.
– Then I apply Bone Capture Proximity on each pair.

This works fine when I have up to 10 skeleton/mesh pairs.
But when I try more than 10 (for example, 11 pairs), some of the results come out with broken weights. Specifically, the pairs with @copynum less than (total copies – 10) don’t capture correctly.

Since this happens already at the capture stage, I was wondering:
– Is there a recommended workflow for handling a larger number of duplicated rigs with Bone Capture Proximity?
– Should I be using something like Capture Layer Merge or a different approach instead of processing them directly in For-Each?

Any tips or examples would be very helpful. Thanks!


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the issue is how you are naming the joints

/obj/geo1/attribwrangle1 is appending a number to joint name:
s@name=s@name+"_"+itoa(i@copynum);
but since your joints already end with a number "point_0" .. "point_288", ... you likely end up with joints with duplicate names like
with number of copies 11 your largest copynum is 10 and then
point_1 with copynum 10 will become point_110
point_11 with copynum 0 will become point_110
...
point_28 with copynum 10 will become point_2810
point_281 with copynum 0 will become point_2810
etc...

so to avoid that use something like:
s@name=s@name + "_" + itoa(i@copynum);
Edited by tamte - 2025年9月8日 18:55:54
Tomas Slancik
CG Supervisor
Framestore, NY
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