Recent changes affecting Maya deformers and deformer attributes.
This section contains various improvements for deformers and deformation effects.
For information about new deformers added for this release, see the New Solidify deformer and New Morph deformer topics.
Compare: A plane with a Bend deformer and the same geometry with a Primitive falloff effect
Previously, you could only create Falloffs for deformers using the Node Graph, which was time-consuming.
Now, when you add a deformer to geometry, an Input Attribute widget is added to the Attribute Editor Deformer tab that lets you easily create falloff effects. See Deformer Falloff Input Attributes widget
Right-click the Falloff Input Attribute widget to use color ramp visualization to view Falloff effects. Skin Cluster weights also have been exposed to let you get skin weight data from the skinCluster node so you can use Skin Cluster influence weights in falloff networks.
Deformer Falloffs support Component Tags, letting you apply deformations to specific components within geometry. See the section Geometry that has Component Tags and a deformer in the Create deformer falloffs topic.
There are several types of falloff effects you can use. For a description of each type, see Deformer falloffs.
A Falloff applied to a Wave deformer
The influence of a spine joint being extracted and driving the area of influence for a Delta Mush deformer.
The falloffEval node used to drive pre-target weights on the blendShape node. A single mirrored shape target is split into a left and right target using Primitive Falloffs to define their area of influence.
The Resolution and Percent Resolution attributes have been removed from the Cluster Deformer node. These attributes were intended to improve speed, and are no longer needed thanks to Maya's recent performance improvements.
deformableShape -createTweakNode TagShape;