Question regarding workflow

 
 
 
Posted by:nildoe
Data created:29 March 2018

Hi...soo...so far I have been making my characters and then use a scalp mesh to have the hair grow for this character...and this workflow for the hair in the head works flawlessly because that part of the head is always RIGID...BUT whenever i have to add eyebrows or eyelashes or beards I also have to make different meshes and use THOSE to grow the hairs from...this gives me problems especially when I apply skinwrap modifier because everytime i have to merge the characters to a new scene or even sometimes opening the original scenes (although rare) i have to reset the skinwrap.

I'd like to know from the ANIMATION experts here :), is there really and downside to using the MAIN mesh as the mesh for hair? like...select the polygons that make up the eyebrow and use that selection to make the eyebrow? same for beard and same for eyelashes?

by doing that...will i risk my max files to corrupt/unstable somehow?

I would REALLY prefer to continue to use skinwrap...but i have to reset it everytime and sometimes I end up forgetting and send the file to render only to come back hours later with a browless character and the eyebrows dancing crazy someplace else!! :(

using a morph based workflow BTW not bones...

OR another question...is there ANOTHER WORKFLOW to consider that does not depend on skinwrap for the deformable areas?

Hi,

The only downside I can think of is that if your client decide to make big changes to the character, like modifiying the topology, those changes will affect the hair because Ox hair is topology dependent.

Maybe you can bind the distribution mesh to the same rigging of the rest of the body. Sorry, I'm not animation expert :) Perhaps you can find more suggestions in our Ornatrix 3dsmax user group on Facebook.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi Jeordanis...thanks for the tip..i will ask on FB...

another thing that Im noticing...I just installed latest  beta 6 to play...and whenever i bind the hair (eyebrows and beards for example) with skinwrap to the character mesh, IF I turn the head..the hairs will follow but not with the same initial shape as they were made...how to avoid that?

Please see attached


Attached Files:
Image 1
>initial+Hair+Pose_CORRECT.JPG (207940 bytes),