kaffee, junge Posted May 13, 2016 Share Posted May 13, 2016 hey all, is there a way to partition points based on the 'boneCapture w' attribute with the highest value? I have a skinned character and for rigging purposes I'd like to slice the geo into parts. Pretty much what the maya SuOP node 'skinchop' does. much obliged! Quote Link to comment Share on other sites More sharing options...
anim Posted May 14, 2016 Share Posted May 14, 2016 here is one way you can get bone weights as array using Capture Attribute Unpack SOP and then use VEX to create name attribute for bone with maximum influence float maxweight = -1; int boneidx = -1; foreach(int i; float weight;f[]@boneCapture_data) { if(weight > maxweight) { maxweight = weight; boneidx = i[]@boneCapture_index[i]; } } s@name = boneidx != -1 ? string[](detail(0, "boneCapture_pCaptPath"))[boneidx] : ""; then promote it to prim and split your mesh using Primitive Split SOP ts_split_by_maxweighted_bone.hip Quote Link to comment Share on other sites More sharing options...
kaffee, junge Posted May 14, 2016 Author Share Posted May 14, 2016 ah, that is a great way, thanks Tomas! Quote Link to comment Share on other sites More sharing options...
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