Posted by: | gsanjuan222468 | |
Data created: | 18 July 2022 |
Hello, Is it possible to export a created groom using distribution maps from a head out of one maya file and into another with the stack operators intact? Meaning I have a head mesh with uv's for the hair creation, but I want to import into another maya file with another head to re-assign as the distribution mesh. I have many elements under the mesh like eyebrows, eyelashes, mustache, sideburns, etc. that I want to import into another human file and attach to with the same operators preserved. I have searched and seen so many using the alembic export but it compresses the stack. If you need any more information I can clarify what I am trying to do. Thank you. -Glenn | |
18 July 2022
#31608 | |
I guess what I am looking for is a copy/paste solution from one character in Maya to another in Maya. Something that preserves what I have created but attached to another character with all the stack operators the same way. | |
18 July 2022
#31609 | |
Hi, You can attach a groom to a mesh using Ground Strands. The new mesh should be exactly the same as the old mesh. Any difference in topology will affect the groom. What I suggest is:
Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
18 July 2022
#31611 | |
Hello Jordanis, thank you for replying so quickly. So here is more information on what I am trying to do. I have a head that I have assigned different hair grooms for different parts of the face (eyebrows, mustache, beard, eyelashes, etc) and I wanted to take the whole hair stack as you can see in the outliner on the left and bring it into a clean human file and attach each of the hair categories under the new head--while preserving the stack operators underneath so I can continue to randomize hair lengths, curl etc for maximum variation being driven by a json file. Here is an image to help show you what I need to do. Would Ground Strands still work in this case without collapsing the stack but be attached to the new mesh? | |
19 July 2022
#31612 | |
Yes, the same applies. It is necesary to collapse the stack below Ground Strands to remove the link with the old mesh. Otherwise your groom will be asociated with two characters. If you don't mind that you can keep them both, but I don't recommend it. This is an example of how it should be done: Another option is to save the groom as a preset and then apply it to the new mesh. You may need to reconnect the hair maps manually. However, that preset system(I see you are using Ornatrix V2) is deprecated and it may not work as expected. Give it a try. In the new versions of Ornatrix you will be able to just save the groom as USD and add it to another mesh. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
19 July 2022
#31618 | |
Hello Jeordanis, Okay so I have set up all the hair groups as shown above in the operator stack. I am actually using V4.0.6 and I do see that USD export is available. Am I exporting these as USD curves or something else that makes it ready for import? I have included an image of where I am at in the process. Thank you for your help! | |
19 July 2022
#31620 | |
20 July 2022
#31631 | |
Thank you Jeordanis for your support here on this. Do you have any idea when V4 might move out of Beta stage and ready for production? I love the latest streamlined features as everything has tightened up a lot from V2. | |
21 July 2022
#31636 | |