Can you use attribute transfer for capture weights?

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Hi there,

Just trying to get my head around Capturing in Houdini, and I was wondering is it possible to use the attribute transfer (or something similar) to grab the weights from another similar object?
I messed around with the attribute transfer node and was able to transfer colour but not capture weights…

There used to be a really handy feature in XSI that could do this called GATOR, is there some way to do this in Houdini?

Thanks,
Pete
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It is supposed to work. Is there a simple example you could post where it's not working, to get an idea what might be amiss?
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No worries,
Here's a quick test scene, I'm trying to transfer the tube capture weights to the box.

http://www.peterleary.com/ForumFiles/Skin%20Transfer-Ck7Xh4yu8t.hiplc [peterleary.com]

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Looks like the Object Merge is referring to the deformed geometry with the capture attribute deleted, instead of the node before that. Here's a tweaked version. It's far from perfect, but I don't really know much about capture attributes, myself. There's probably some simple way to get the transferred capture attribute smoother than this.

Attachments:
Skin Transfer-Ck7Xh4yu8t_Tweaked.hiplc (169.1 KB)

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yeah - that's the way to do it…
one thing I'd suggest that I always use when transferring weights between different meshes (even ones that are very similar) is to put a subdivide node after the mesh that has the weights and crank up the depth to 2 or 3 - in this case I'd go to 4 or 5 - then override the crease weights with a value of 1

then use that geometry to transfer the weights…it'll be a much smoother transfer.
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here is smooth result just by tweaking attribute transfer parms

Attachments:
Skin Transfer-Ck7Xh4yu8t_Tweaked_smooth.hiplc (169.4 KB)

Tomas Slancik
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Thanks guys, so it was transferring, just needs the deform node after the transfer to get it happening.

I'm working with low poly game nodes so I wont be able to subdivide but the result seems like a good start and it looks like I can paint and adjust weights on the second object after the transfer which is great!

One thing, would it be possible to remove the initial object? Not that I need to now but it might come in handy later.

Thanks!
Pete
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peteski
I'm working with low poly game nodes so I wont be able to subdivide
I think he meant to subdivide what's going into the second input of the Attribute Transfer, not the first input, so it wouldn't affect the topology of the output.

One thing, would it be possible to remove the initial object?
You can just turn off the display flag on the other object. If you really don't want it in the HIP file at all, e.g. if the network was taking up a huge amount of space or time, (it shouldn't be in this case), you can lock the Object Merge node, then delete the other object, though that's like completely deleting an automatic, easily accessible, editable backup of what you did.
Writing code for fun and profit since... 2005? Wow, I'm getting old.
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