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

Archived post by TOADSTORM

yo @Fogelstrom not to toot my own horn but there’s a little section at the end of this blog post that goes into a similar kind of technique… you can generate “ribbons” of geometry or really any kind of surface and use it to drive volume shaders for nice sharp edges. it also means you don’t have to rely on pyro when things need to be more directable and less dependent on fluid dynamics.

www.toadstorm.com/blog/?p=465