To edit cluster channels with the
Channel Box
- Select a cluster deformer node (default name: clustern).
One quick way to select the cluster deformer node is to select the object being deformed, and then select the cluster deformer node in its history from the
Channel Box (under
INPUTS). Another way is to select the cluster deformer handle (the C icon).
Tip: You can control which attributes are listed as keyable attributes (channels) in the
Channel Box with the
Channel Control Editor (select
Windows > General Editors > Channel Control).
- In the
Channel Box, the following channels are listed by default:
- Click the name of the channel you want to edit.
- In your scene, middle-click and move the mouse to the left or right. By moving the mouse, you interactively change the value of the selected channel. As you move the mouse, note that pressing the Ctrl key gives you finer control, and pressing the Shift key gives you less control.
To edit cluster deformer attributes with the
Attribute Editor
- Select the cluster deformer node (default name: cluster).
- Open the
Attribute Editor.
- Edit the attributes.
See also
cluster node.
To prune deformer set membership
- Select deformable objects whose currently unaffected points you want to prune from the deformation.
- In the
Rigging menu set, select
Deform > Prune Membership > Cluster.
This removes the deformable object’s unaffected points from the cluster deformer set.
Note:
Prune Membership only removes points from the deformation if they are currently not affected by the deformer. Therefore, if you try to prune the membership of an object whose points are all controlled by the deformer, you will receive the error message “No components could be pruned.”
To delete a cluster deformer
- Select the cluster deformer node.
- Select
Edit > Delete, or press Delete or Backspace.
The deformer nodes are all deleted. However, the object still has the tweak node as an input node, so any tweaks you might have made are preserved.