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Node reference
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geo nodes
geo/CageDeform
Rebuilds captured skins from their simulated tetrahedral cages, every frame.
Physics
Takes the simulation output whole — skins, cages, ground, rigid bodies — and rebuilds every skin geo/cageCapture bound, from the current shape of the cage it was bound to. The two halves find each other through the CAPTURE_ID that geo/cageCapture stamped on both, so nothing has to be routed around the solver. Objects that were never captured pass through untouched; each cage is dropped or kept according to the mode chosen on its geo/cageCapture. Skins are deformed in place, which is what keeps this cheap enough to run every frame.
Parameters
| Name |
Type |
What it does |
| group |
String
|
Restrict the deformation to a point/primitive group of the skin. Empty = every captured point; the rest keep their rest position.
|
| computeNormals |
Bool
|
Update the skin's normals after deforming. They are carried from the captured rest normals through the deformation, which preserves authored normals; a skin captured without normals gets them rebuilt from connectivity instead.
|
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.