Since | 20.5 |
This component attaches a hair, fur, or feather groom to a character’s animated skin shape. It relies on the APEX Add Groom SOP to first add a set of mandatory groom shapes and a groom skeleton to the character packed folder structure.
The APEX Add Groom SOP already includes and executes this component, so it isn’t necessary to use it separately for the default workflow. You could, however, turn off Set Up Rig on the APEX Add Groom SOP and use this component instead. This allows you to make additional tweaks to the character between the APEX Add Groom SOP and Guide Deform SOP. For example, you could manipulate the guide properties on the groom skeleton to gain more granular control over the control shapes created for the groom.
The default values of the name parameters below match the APEX Add Groom SOP’s defaults, and usually don’t need any additional changes.
Parameters ¶
basegeoname
The name of the character’s skin shape.
groomname
The name of the groom shape. This is a shape that contains the groom curves.
Note
This parameter and groomsurfacesname are required for feather grooms.
groomskelname
The name of the groom skeleton.
groomsurfacesname
The name of the groom surfaces, usually used with Feathers.
nodeprefix
The prefix that is added to the nodes created by this component.
outputcurves
When turned on, outputs the deformed curves. When working with a feather groom, this contains the deformed shaft of each feather.
outputsurfaces
When turned on, outputs the deformed surfaces. This is only available with feather grooms - it represents the polygon surface of each feather. Hair grooms don’t have an associated surface.
skinnormalattrib
A point or vertex normal attribute on the skin, used to construct a stable attachment transform for groom curves.
skintangentattrib
A point or vertex tangent attribute on the skin, used to construct a stable attachment transform for groom curves.
See also |