I'm trying to figure out a way to import hair done with Ornatrix on Max. So far my only plausible idea has been to convert the hair to mesh with the Mesh from Strand modifier and then use the Hair from Mesh Strips on maya and set the amount to 1 per strip. The only issue is that with some very big hair systems Maya crashes while generating.
Is there another way to achieve this without having to break down the mesh generated from the Mesh from Strands into smaller pieces? |
| I suppose it depends on how your hair is structured and the purpose of importing. We're actually trying to figure out the best workflow for this right now. A few solutions: - You could turn off all modifiers before Hair from Guides in Max, then export as splines (using FBX/Alembic/etc.), import in Maya as NURBS curves, then re-create the modifiers using same operators and parameters inside Maya. I tried this process manually and it appears to be working well, just requires some manual labor for reconstruction. We'll be simplifying this process through groom templates.
- You could bake the hair, export as splines, then import in Maya and using Hair from Guides which would do direct guide to hair conversion. This isn't very efficient but could be faster than the mesh approach which you mentioned.
- You can use Alembic cache and export to Maya just for rendering. Probably not what you're looking for.
Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| For method 2, I would need to point the distribution mesh again, right? By the way, I tried the Guides from Guide Mesh, which worked perfectly between Max scenes but not when transfering from Max to Maya. |
| Yes, you need to use the Ground Strands operator. Guides from Guide Mesh contains some internal data which probably doesn't convert correctly between Max and Maya. How did you try it, out of curiosity? Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Well, I tried collapsing the hair into an Editable Poly after the Mesh from Strands modifier with the checkbox for Guide Mesh. Then exporting as OBJ, importing on a new Max scene and adding the Ox Guides from Guide Mesh modifier... that worked so I figured it would when trying it on Maya but no luck. But yeah I figured there might be something different in the information stored inside the OBJ.
Thanks for the help, Marsel. I figured out actually for my use there is not much of an issue since Arnold actually renders out curves as hair but it's awfully slow and wanted to see if maybe converting it back to Ornatrix hair would help at all on that regard. |
| Has a workflow been established yet by Ephere for transferring grooms from Ornatrix 3ds Max to Ornatrix Maya (and vice versa)? |
| Hi Jabba, We are still working on it, for the next version maybe. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hey Guys, Has a Max to Maya workflow been established? |
| Hi everyone, Still no easy way to transfer Ornatrix hair system from Max to Maya ? :) Lead character artist, TAT Studio |
| Hi David, Nothing besides the spline/curve export as before. With Ov Maya V2 and 3dsmax V6 we will have a new Alembic + baked hair approach. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Hi Marsel, Is the new workflow in place now? Is there a guide as to how to do it? |