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creating clusers for animation?


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You can apply a transform or soft transform to a group of points and either make the handle persistent, or create a Null at the OBJ level that passes it's transform info down into SOPs to the transform or soft transform SOP. If you need something more robust than that, like specific weighting, select a group of points, add a custom attribute, set up or paint this attribute on those points however you see fit, and then use that attribute in an expression for whatever type of deformation it is that you are trying to achieve.

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