Archived post by trzanko

No, Initial state is the skin and tets at rest with the skin having the attrib pintoanimation set to 1. You don’t need a rest shape. Then target deformation is the deformed skin and the tets wherever, target strength parm can be 0 it doesn’t matter because of pintoanimation. You get the deformed skin of a tet mesh by setting the P to frame 1 and then piping the anim into an attrib, then after the solid embedd you set P of the skin to the attrib and there’s your target skin with matching topo. Here’s a file I had for debugging the workflow. Let me know if you have any questions.

you could honestly just change the inputs of this file and pipe the output into a wrinkle sim

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/createAnimTetMesh.hip