>>1018142
>>1018143
>Also worth keeping in mind that when doing vexpressions in like the blast node you test for equality with a single =. In a wrangle you need to use == to check for equality.
Ah that was it. I always wondered what that did coming from a programming background, where '=' is an assignment operator, and "==" is a logic operator. That shit is kinda whack in Houdini but whatever. By changing the text in the Group Field to "@Monkeyhead=1" (or "@MonkeyHead>0" for potentially more clarity), the blast/transform/etc nodes are working as intended. So the workflow is:
>Create vertex groups in Blender
>Export from Blender as a .usdc
>Import into Houdini with usdimport and unpackusd
>Then access the vertex group with @[vertex_group_name]=1 (assuming you want to manipulate the points belonging to that vertex group)
Thanks for all the help, Anon. I knew it shouldn't be that complicated, but I'm still pretty new to all this Houdini stuff. I'm about halfway through the POPS chapter Chris's course. The last question I have for now is why export the file as a .usdc from Blender instead of an Alembic from Blender? I thought Alembics were more common for Houdini?