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Jerv
Hello!

I've used Houdini to create bone capture weights for a hard surface character. I'm working with USD and need to export it again as such. My problem is that I do not know how to export these in a way where Blender understands it as vertex groups instead of primvars.





I create the skeleton in blender, skinning in Houdini and then I will create the rig in Blender again. Any help is appreciated!
cwhite
The boneCapture attribute is being translated to the standard UsdSkel attributes for describing joint influences (https://openusd.org/dev/api/_usd_skel__schemas.html#UsdSkel_BindingAPI_JointInfluences)

This seems like more of a Blender question - what type of USD data does it require in order to import something as a "Vertex Group"?
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