Alexander Weide Posted November 2, 2006 Share Posted November 2, 2006 H Quote Link to comment Share on other sites More sharing options...
Nico D. Posted November 2, 2006 Share Posted November 2, 2006 Hey, Just use the regular "capture geometry" but change options from "regions" to "metaballs", then you can tweek your weights from geometry than it is outside metaballs range and isn't being deformed well using "paint capture layer". Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted November 2, 2006 Author Share Posted November 2, 2006 Ok yeah thanks. But i want Muscle sliding under the skin. i wanna use the muscldeform node. because they got muscle sliding. iam noob Quote Link to comment Share on other sites More sharing options...
Nico D. Posted November 2, 2006 Share Posted November 2, 2006 But i want Muscle sliding under the skin.i wanna use the muscldeform node. because they got muscle sliding. Thats exactly what "capture geomtry" does. It creates DeformMuscle inside Geometry node you are going to deform. This is the workflow: "Capture Geometry" tool > Choose "Metaball" option instead "Regions" in dropdown menu > Select Geometry to deform (click Right Button ) > Select Muscles to use as deformers (click Right Button ) > done After that you should use "Paint Capture Layer" tool to correct weights. Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted November 2, 2006 Author Share Posted November 2, 2006 you are my hero........ it works fine........i cant believe it..........i tried it the last half year.........houdini is so hard to learn....... . thanks. thanks. thanks. thanks. thanks. thanks. thanks Quote Link to comment Share on other sites More sharing options...
Nico D. Posted November 3, 2006 Share Posted November 3, 2006 Cool ! Muscle system seems to be very good implemented in Houdini. I like it so much. Quote Link to comment Share on other sites More sharing options...
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