Since | 20.5 |
This component attaches a hair, fur or feather groom to a character’s animated skin shape. This relies on the APEX Add Groom SOP to add a set of mandatory groom shapes as well as a groom skeleton first. APEX Add Groom already includes & executes this component, so it isn’t necessary to use it separately for the default workflow.
However, you may disable Set up Rig on the APEX Add Groom and use this component afterwards instead. This allows you to make additional tweaks to the character between the APEX Add Groom and Guide Deform SOP. You can, as an example for such a tweak, manipulate guide properties on the groom skeleton to gain more granular control over the control shapes created for the groom. The default values of the various name parameters below match the APEX Add Groom’s defaults for the required elements and usually don’t need any changes.
Parameters ¶
basegeoname
The name of the character’s skin shape
groomname
The name of the groom shape. This should be a shape containing the groom curves.
Note
Both, this component and groomsurfacename are required for feather grooms.
groomsurfacesname
The name of the groom surfaces. Usually used with Feathers.
groomskelname
The name of the groom skeleton.
nodeprefix
All apex nodes will be created with this prefix, making it easy to identify them afterwards.
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 |