Fur planted in mesh imported by reference editor does not follow properly. (ORNATRIX MAYA v2.5.4.25492)

 
 
 
Posted by:cuttlerin95
Data created:9 November 2020
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Hello. I am a student. It may be a basic question, but I post the question here because I can't find the answer by searching in the end. I planted fur in my mesh, and when I move or modify this mesh, the hair follows without problem. However, there is a problem when I call this mesh to reference editor in my rigging file. When I move the controller, the fur does not follow the modified form of the mesh. This problem results in the failure of fur to keep up with the animation I gave. The same problem happens in the scene file where I finally bring all the files to the reference editor. I want to try harder to solve this problem myself but my graduation work deadline is close. Please help me. Sorry for my poor English.

 


Attached Files:
Image 1

Hi,

In the BakedHair node make sure that the fur is grounded to the mesh that the hair should be following(the character mesh or scalp). 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello. Thank you for your reply. In the default file with mesh only, the fur seems to be attached to the mesh well. Do you mean to confirm this? I'm so sorry if I didn't understand. I lack knowledge.


Attached Files:
Image 1

I think it would be better if I take a look into the scene. It could be a bug. Please send a simplified version of this project to jeordanis.f (at) ephere.com. Include the link to this post. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I sent the mail to the email address you told me. I forgot to write a link to this forum, so I resend the mail. There are probably two e-mails. You can read the last mail. Thank you.

Hello, 

It doesn't let me download the scene. it says that It can't be downloaded securily. Can you repack it and upload it somewhere else? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello. I'm uploading my files here after compressing them in installments. If you have any problems, please let me know again. I will reply as soon as possible. I hope you can solve this problem as soon as possible. I have to start rendering tomorrow. I beg you.

Thanks. But remember, this is a public forum. Anyone can download the files. I think it would be better if you share them privately. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I was aware of it but I was in such a hurry that I didn't think of any other way. If you have certainly downloaded the file, I will edit the message and remove the uploaded files. Thank you very much for worrying about me.

I downloaded the files and removed the links from the post. 

I´m working on your scene. I'll get back to you as soon as possible. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

What exact verison of Ornatrix and Maya are you using? 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello, I am using MAYA 2018 and ORNATRIXv2.5.425492. Thank you very much

Hello. Are you making any progress in resolving the bug? I hope there will be good results. You must be very busy. Cheer up.

Hello. I've reached the limit of my time. If it's hard to fix the bug, can you suggest any other solutions?

Hi,

The team is still working on this. I noticed that this problem is related to the refenced mesh. So meanwhile as a workaround you can avoid using a referenced mesh to generate the hair. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello, thank you so much for your team's hard work. I planted furs directly in my rigging file, but I had the same problem, and later I tried planting furs in my mesh file. (In summary, even if I planted furs in the mesh file, or if I planted furs in the rigging file, problems occurred.) Will the problem be solved if I plant furs in the final scene file? I'm so ashamed that I keep bothering you with questions.

But your reference file is using a refenced mesh, right? As long as the mesh is a reference you will have problems, at least for now. I increased the priority of this task. Hopefully it will be solved soon. 

Have you tried just importing the mesh (no reference) rigging it and then adding the hairs? 

You don't have to feel ashamed of asking questions. We are here to help. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you for your kind explanation. Thanks to you, I certainly understood. It's sad, but time is running out to do the Rigging work again. I hope the problem will be solved by this Thursday. I believe in your team.

Can I solve this problem if I use the Ornatrix MAYA V3 3.1.1.25898? I'd like to try if possible.

Version 3 have the same bug. It will be solved there as well. Sorry for the inconvenience. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I really hope this problem is solved. I will cheer for your team. Please reply if you make any progress. I'll wait.

This is not a problem of Ornatrix or file referencing. It's actually a problem of Maya's deformations.

The initial advice from Jeordanis was actually right on target:

In the BakedHair node make sure that the fur is grounded to the mesh that the hair should be following(the character mesh or scalp).

The hair is not attached to the hair that is actually being animated. The cause for this is Maya's approach to deformation: when you apply a deformation to a node, Maya makes a copy of the original node with a "Deformed" suffix and hides the original.

However, the hair still references the orignial node. So when you start animating the deformed node, hair won't follow it.

For example, in your scene the hair references the "model:hair_geoShape" mesh, while the mesh being animated is "hair_geoShapeDeformed".

As it is Maya's deformation that creates the new "Deformed" nodes, it should be also responsible for rewiring the connections. But obviously it doesn't do that, and I don't know if it can be told to do it.

A simple advice is to avoid this situation by only applying hair to already deformed meshes. Otherwise the hair will have to be retargeted to the new mesh node that was created by the deformation. I can't think of an easy way to do that, only by manually changing all outgoing connections of the original node to the deformed node in Node Editor.

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev

Thank you for your kind explanation. Thanks to your explanation, I can figure out this problem. Unfortunately, I can't fix the Rigging file for the short time left to Deadline. Could you tell me how to fix it manually in the node editor? I want to do anything with the spirit of catching straws.

Well, for each distribution mesh you need to add it to Node Editor, expand its outgoing connections, then add the deformed mesh to the editor and change all connections that start from the "Out Mesh" and "World Matrix" attributes of the original mesh to start from the deformed mesh instead. If you're not experienced with Node Editor I won't be able to describe it here in detail.

But the same can be done by a script. Here are a couple of MEL functions I wrote to do the job:

proc RewireAttribute( string $oldNode, string $newNode, string $sourceAttr, string $targetAttr )
{
  string $conns[] = `listConnections -s false -d true -p true ( $oldNode + "." + $sourceAttr )` ;
  int $i;
  for( $i = 0; $i < size( $conns ); ++$i )
  {
    if( plugAttr( $conns[$i] ) == $targetAttr )
    {
      connectAttr -f ( $newNode + "." + $sourceAttr ) $conns[$i];
    }
  }
}

proc SwitchDistributionMesh( string $oldMesh, string $newMesh )
{
  RewireAttribute( $oldMesh, $newMesh, "outMesh", "distributionMesh" );
  RewireAttribute( $oldMesh, $newMesh, "worldMatrix", "distributionMeshMatrix" );
}

Execute these in Script Editor to define them, then for each pair of original / deformed mesh run this command in Script Editor:

SwitchDistributionMesh( "model:hair_geoShape", "hair_geoShapeDeformed" )

 

Ivan Kolev (Software Developer, EPHERE Inc.)

E-mail: ivan.kolev at ephere dot com

Discord: ikolev

Hello. I applied MELscript you provided and all the problems were solved. Thanks to you, I can graduate safely. :D Your team is my lifesaver. I was impressed by your infinite kindness. May your future be filled with only good things. Good luck. Thank you very much.

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