Ramteen Posted August 14, 2016 Share Posted August 14, 2016 Hello guys, I know that this question's been asked before (similar). Can anyone guide me how it's possible to setup a corrective shape workflow so the corrections happens before capture deformation? Problem with Post-Deformation corrective shapes is that they work well as long as the character hasn't changed orientation, Say the global rotation of the character. Try that and the corrective shapes simply break down. So one solid and proven solution would be extracting the corrective shapes ,So they can be fed into a "Blendshape SOP" before the "CaptureGeometry SOP" does its thing. (Equivalent Maya tools: Extract Delta, cvShapeInverter, etc...) Has anyone figured a way around this problem? Thanks in advance - Ramteen Quote Link to comment Share on other sites More sharing options...
michael Posted August 15, 2016 Share Posted August 15, 2016 have a look at the sopcreteedit command http://www.sidefx.com/docs/houdini15.5/commands/sopcreateedit 1 Quote Link to comment Share on other sites More sharing options...
Ramteen Posted August 15, 2016 Author Share Posted August 15, 2016 Thank you so so so much Michael. Using the -d flag was the key to solving this issue. I tried the method, and it really worked!!! Here's the command used to solve it: opcd /obj/tube_object1/ sopcreateedit -d diff deform edit Beautiful Quote Link to comment Share on other sites More sharing options...
michael Posted August 15, 2016 Share Posted August 15, 2016 we should really make that one easier to find it's super powerful/important but often overlooked. 1 Quote Link to comment Share on other sites More sharing options...
Ramteen Posted August 15, 2016 Author Share Posted August 15, 2016 Absolutely, What impresses me is that Houdini's had this feature built in while a similar solution had to be coded in Maya! Quote Link to comment Share on other sites More sharing options...
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