Kinefx blendshape joints using localtransform attributes

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Hey again.

In Henry Deans presentation he shows a way to use a blend shape node with packed primitives on a skeleton (for pre-posed hand gestures) cool idea! But I just can't get it to work. Both input streams are getting localtransform attributes generated from the compute transform nodes - but still no dice.

If I tell the blendshape sop to blend * attributes it works linearly (not whaty we want, we want rotations) but if I tell it use localtransform attribute it does absolutely nothing. Any idea how a pleb like me can get this working?

Cheers
Kev
Edited by Motionaut - Feb. 21, 2021 14:33:40
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