Documentation / Node reference / geo nodes

geo/CageCapture

Binds a skin mesh to a tetrahedral cage, so a simulation of the cage can drive it.

Physics

Stores, on every skin point, the tetrahedron of the rest cage it sits in and its barycentric weights inside that tet. geo/cageDeform then rebuilds the skin from those weights against the SIMULATED cage, every frame — which is how a render-resolution mesh follows a much coarser soft body. The output carries the bound skin AND the rest cage, so it wires straight into geo/cageDeform's first input. Points outside the cage bind to the nearest tetrahedron rather than being dropped.

Parameters

Name Type What it does
group String Restrict the binding to a point/primitive group of the skin. Empty = bind every point; unbound points are passed through by geo/cageDeform.
cageGroup String Which tetrahedron object in input 1 is the cage, when several are merged in. Empty = the first one found.
mode UInt8 REPLACE_CAGE · KEEP_CAGE What geo/cageDeform does with the cage once it has rebuilt the skin: drop it (the default — raw tetrahedra do not render) or hand it on, to see what the simulation is doing underneath.

Examples

Scenes you can open in the editor that teach this node.

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.