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Found 2 results

  1. Hello there ! I'm looking for a way to replicate the "prune small skin weights" of Maya into Houdini. I've found the capture correct node, in which I can clamp the weights. The thing is, the bones are still weighted to the points, just with a zero weight. I want the bone to be removed from the list altogether. Is there a way of doing that ? The "Regions to Remove" field sounds promising, but I haven't been able to do anything with it. If you can answer the previous question, then the rest is not usefull anymore. But if you can answer it too, I'll be a happy little Houdini user grateful. Instead, I tried to do it manually. I dropped down a capture attrib unpack and a python node in which I recreate the arrays without the zero-weight bones. The thing is, I can't find how to create an array attribute on the points ! What is the correct syntax ? I've tried node = hou.pwd() geo = node.geometry() geo.addAttrib(hou.attribType.Point, 'myAttrib', [ 1, 2, 3 ]) but this creates 3 attributes myAttrib[0] myAttrib[1] myAttrib[2]. Thanks ! delete bone from skin.hipnc EDIT : Real-time update : Figured how to create an array attribute : geo.addArrayAttrib( hou.attribType.Point, "myAttrib", hou.attribData.Float, 1 ) geo.addArrayAttrib( hou.attribType.Point, "myAttrib", hou.attribData.Float, 1 ) But now I've got to figure how to populate it.
  2. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
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