Got a question about editing vertices on rigids created from joints. These default to a Capsule
shape type which isn’t “real” geometry, but rather a pure mathematical construct with support for length and radius. You can think of it like what the Maya capsule is built from, that polyCylinder
node.
In order to edit the geometry like normal Maya geometry, they’ll need to be converted into geometry first.
- Create Maya geometry (e.g. a polyCylinder)
- Connect
pCylinderShape1.outMesh
torRigid.inputMesh
- Switch
rRigid.shapeType
toMesh
Here’s a video of that process.