Exporting an Animated Xgen groom to Ornatrix for 3Dsmax

 
 
 
Posted by:JwhiteFP
Data created:9 August 2023

Hi

Apologies, it seems my last post got deleted as I was having some issues with image embeds, that should be resolved now!

I'm currently working with a groom that I created and animated in xgen and am trying to attach to an alembic mesh in 3dsmax

I have the dense groom imported as a single frame and a sparse groom that is animated and imported as an animation -10 to 200 with the first 10 minus frames interpolating the model from a resting t-pose to the walking animation in order to have a neutral pose to attach the groom to.

Unanimated beard

However when the character starts animating the groom will either seemingly leave it's root points at their original location and only animate the rest of the strand (this is if roots are detached)

Beard with roots at base location


OR it will have the roots attached to the face but double the offset for each strand (shown in the image below, the groom is offset twice as far from the original location than the base mesh it is attached to.

Beard with roots in correct location but strands offset

I did a previous test with the same workflow and had no issue, so i'm wondering if anyone else has had experience with this that could tell me what I did wrong this time, or if there is a better way to import cached xgen animation into 3dsmax.

Much appreciated, John

Hello,

Is difficult to know without diving into the scene. If you can share it, you can reach out to me on Discord to have a chat.
Since you are working with a cached hair animation, my first suggestion is to make sure to load both, the groom and the cache for the groom.

For this, import the groom as Ornatrix alembic, this will create a new hair object, then add Animation Cache and load the cache with animation there. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you very much Jordanis, i've reached out to you on Discord.

I believe this happens because the imported hair object have non-zero rotations. When you import the groom it is rotated 990 degrees on the X axis. I fixed it by freezing the rotations of the hair object:

 

You should also center the pivot of the hair object and allign it to world. The character has non-zero rotations too but I don't know if that would be an issue.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi Jeordanis, last I heard you and your team were looking into the issue regarding root attachments on alembic meshes, has there been any progress in that regard?

Hi, Not yet unfortunatelly. I will try to get some news for you tomorrow. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi, Checking in on this again, has there been any movement on the alembic issue?

Hi,

It was fixed two months ago for V8. In a few hours you will see a new build for V7 that will include the fix. Give it a try and let me know.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)