Hi Paul,

I believe the Edit SOP can create deltas, it should be in the manual. And
store shapes as point attributes as you like. Same goes for the rest P
attribute.

Cheers,

Andy

On Mon 14. May 2018 at 11:35, <[email protected]> wrote:

> In soft, you can make a shape in Secondary shape mode and have it reverse
> the skinning and save the shape, and in Maya, the new Shape manager allows
> the easy creation of corrective shapes in context of others.
>
> How are blendshapes stored in Houdini? Are they always procedurally
> generated from other meshes, or can the delta be saved somehow as an
> attribute.
>
>
> *From:* Jordi Bares <[email protected]>
> *Sent:* Monday, May 14, 2018 10:19 AM
> *To:* Paul Smith <[email protected]> ; Official Softimage Users Mailing
> List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=-h99jeUsw_seAT5zRRXB-_TzsXsfULcbxbl0JjeX-mc&s=x0UkxBWOmWdCVChSxeSXdL3TUaTSDdYhJpi0nfE3c54&e=
> <[email protected]>
> *Subject:* Re: Houdini : non VFX jobs?
>
>
>
> On 14 May 2018, at 09:59, <[email protected]> <[email protected]> wrote:
>
>
> Anyway.  What I’m talking about is a tool that helps with the creation of
> shapes that are , for example in context of the current pose of the skinned
> mesh. Or making a shape that is a corrective, in context of 2 or more other
> shapes that are applied, and that kind of thing.
> All this is doable without a shape manager of course, but it takes longer,
> and can become tedious when you have to keep doing it. Its very nice to
> have a tool to make this happen in a no-brainer way and not have
> workarounds that undermine and stall the flow of enthusiasm.
>
>
> Correct me if I am wrong but this is not a standard thing in any package
> actually… I wish it was though.
> jb
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