Importing Maya hair curves for use with Ornatrix?

 
 
 
Posted by:Booska
Data created:2 June 2015

Considering the limitations of MassFX in dealing with more complex setups, I had the idea of using the more robust hair dynamics system in Maya and then exporting the curves to Max and applying the Ornatrix mod stack to the resulting merged spline object. I had been trying to get a nice windblown look with MassFX, but it is super touchy and the controls are quite wonky. So I took my scene into Maya and easily set up all the wind dynamics and got the curves I want.

The problem, and it seems to be a big one from what I can tell, is that Maya curves come into Max as NURBS surface objects and there is no way to convert them to Splines. After a lot of research I found a roundabout method that will do the trick, but it's quite involved and you have to convert each curve individually. Does anyone know of a quick way to do this, one that is less tedious?

If not, and if anyone else is interested to know the workflow, just let me know and I will post it.

John Brophy Fine Art

www.jbrophy.com

I'm surprised that there is no way to readily convert NURBS to splines in 3dsmax. How are you exporting the curves? I haven't tried it myself but maybe there is a way to specify Alembic import to use splines for curve import.

P.S. Are you using cloth to simulate hair in Maya or standard hair simulator? I'd like to see what problems you have with the MassFX system since we are targetting it for V4.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Actually, I had been stripping out all the hair system stuff (folicles, Nucleus, etc) and just exporting the curves to Max using the "Send to Max" command (FBX). When you do it that way the curves come in as NURBS surfaces and can't easily be converted to splines. One the forums I was checking while looking for a solution someone said that there isn't much demand for a NURBS to spline converter because most find the NURBS more preferable to work with. I don't know about that, but anyway.

I found that simply selecting ne of the control curves on the Maya nHair system and then hitting "Send to Max" all the curves come in as editable splines with all the folicles as dummy objects. All you have to do is round up the dummies (Ha!) and delete them. Then you will be left with only the editable splines.

However, the imported splines from Maya are pretty angular and converting the points to Bezier or smooth has no effect for some reason. The only thing that works is applying a fillet to the points. This smooths out the angles a bit, but it's not perfect.

John Brophy Fine Art

www.jbrophy.com

The best approach I think is to allow Ox Guides from Shape to also support NURBS curves. I will see if this is easy to implement.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

Ok, implemented in next build. Starting with 4.0.7 you can add "Ox Guides From Shape" modifier to a NURBS curve object.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

EPHERE wrote:

Ok, implemented in next build. Starting with 4.0.7 you can add "Ox Guides From Shape" modifier to a NURBS curve object.

Hi Marsel,

 

First of all, thank you for the implementation!! ;)

 

I am going to use the hair curves from Maya just like Booska's workflow because of the hair simulation. 

I used Exocortex Crate for 3DS Max to import the Hair Alembic file from Maya to 3ds Max. And I got Ox Guides from the nurbs curve object using "Ox Guides From Shape" modifier. 

After that, I am not sure what I am supposed to do for getting Ox Hairs. Could you give me further information to get Ox Hair from the Ox guide from the hair alembic file?"

 

Thanks once again.

Best Regards,

Hello,

You will need to add OX Ground Strands and pick the surface you want to ground to. You can then add OX Hair from Guides to get your final hair.

Thanks

Michael

Thank you for your reply, Michael. 

Looks like that I need to attach all the curves from maya before adding OX Ground Strands.

The problem is that I can't use the hair simulation from maya if I attach all the curves. 

 

1. Simulate Hair curves in Maya

2. Export Hair curves animated to Alembic file

3. Import the hair alembic file animated to 3ds Max using Exocortex Crate for 3DS Max to keep the hair animation

4. and then, I am not sure what I am supposed to do to have naice OX Hair on top of the hair curves animated from Maya? Is there any solution for that? Could we just use the alembic hair file for the static hair style?

 

Thank you for all your kindness.

Best Regards,

I have a same problem.

I simulated hair curves in maya then brought in to max using Exocortex alembic, I added "Ox Guides From Shape" modifier and then added OX Ground Strands and Max crash.

Our studio is using version 4.5.5 is there a way to fix this? or is there another way to do this?

Please let us know.

Thank you

Hi,

 

I'm trying to get my cached nurbs curves from Maya, back into 3ds max. I can get the curves back in, but not the motion. I tried alembic, fbx and send to maya. Maya 2017, 3ds max 2017. It seems like many of you on this thread have been able to do that part. Can you tell me how?

Thanks,

 

Adnan

Hi Adnan,

I've been investigating this topic. I'll let you know when I find a way to do it. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thanks Jeordanis. I wonder if it is a limitiation with the alembic importer in 3ds max. Exporting and importing curves with motion works within maya, but the import does not bring in motion when using 3ds max. People on this thread seem to mention exocortex, which seems to be a discontinued alembic importer/exporter. Perhaps it allowed for the hair curve motion to be imported? It certainly seems that people on this thread were able to bring curves with motion back into 3ds max from Maya.