Labs Dem Bones Skinning Converter

Dem Bones is released as an open source library by SEED, Electronic Arts. Please visit https://www.ea.com/seed/news/open-source-dem-bones for more information. This tool is an implementation of Smooth Skinning Decomposition with Rigid Bones, an automated algorithm to extract the Linear Blend Skinning (LBS) with bone transformations from a set of example meshes. Skinning Decomposition can be used in various tasks: converting any animated mesh sequence, e.g. geometry cache, to LBS, which can be replayed in popular game engines; solving skinning weights from shapes and skeleton poses, e.g. converting blendshapes to LBS.; solving bone transformations for a mesh animation given skinning weights.
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For more information on SideFXLabs and how to get the tool visit: https://www.sidefx.com/products/sidefx-labs/.
HIP File: https://github.com/sideeffects/SideFXLabsExamples/tree/main/artstation/dem_bones_skinning_converter/dem_bones_skinning_converter.hip
This post is prepared by: https://www.artstation.com/mohamad_salame1

Captured in Unreal Engine.

The punching bag is simulated using Houdini Vellum and exported with Labs Dem Bones Skinning Converter.

The punching bag is simulated using Houdini Vellum and exported with Labs Dem Bones Skinning Converter.

You only need this one node to export the deforming geometry to a bone-based animation.

You only need this one node to export the deforming geometry to a bone-based animation.

The rest of the network sets up the punching bag and the deforming animation.

The rest of the network sets up the punching bag and the deforming animation.

Top half of the demo network

Top half of the demo network

Bottom half of the demo network

Bottom half of the demo network