rigging guides/curves for animation

 
 
 
Posted by:MarioD
Data created:1 August 2018

Hi , apologies if this has been covered before , i couldnt find a clear answer on the forum

I'd like to use some curves which are rigged and  deform over time and use these to gernerate my Ornatrix guides , the guide shapes would update correctly when the curves shape changes

The idea being that the animator has  control over the shape of the hair as he is posing the character

Thanks

Sam

 

Hi Sam,

Please follow this link to Hair From Curves operator, you will find all you need there:

https://ephere.com/plugins/autodesk/maya/ornatrix/docs/2/Hair_from_NURBS_Curves.html

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thanks Jeordanis , i have that working now, but i have a new problem!

I have a setup where i rig a few curves and convert them to guides with the hair from curves workflow

I then have a hi res groom with lots of guides. I want to drive these guides with the Adopt External Guides node , whcih all seems to work great until imove the rig away from its orinal position , in this case the roots of the hi res guides dont move with the rest of the hair

The hi res groom was originaly created with guides from mesh , but when the scalp/emiter geo was skinned to rig i get what seems like a double transform

I then tried to recreate groom by useing curves from guides workflow and rebuilding hi res groom with hair from curves but the result is the same , roots not moving correctly
take a look at this screen capture to get an idea of what im talking a about

https://sam-piranhabar.tinytake.com/sf/MjgxMDM5NV84NDMzMTUx

i have some simple fk joint chains with springs on the to give some fake dynamics that can still be posed

hope that makes sense , i can upload a scene if it makes it easier

 

scene attached


Attached Files:

>Ornatrix_HairRig.mb (2891796 bytes),

any ideas on this? 

to put this in a simpler context , the video you put up explaing the Adopt External Guides node , the groom is always at the origin , in other words , the plane that emits the hair is never moved or deformed like scalp geo would be , if i try to do that i get a strange result. (https://sam-piranhabar.tinytake.com/sf/MjgyMzE3NV84NDc2NDg0)

what is the correct workflow for this? both for guides from mesh and hair from curves type grooms

I was planing on using this in production but i'v had to use a different aproach which is far from ideal , i hope im missing something simple!

 

 

HI,

Sorry for the delay.

Let's go for the first issue first. This is because you are using two hair objects both with different transform nodes. Try putting both objects, the driven hair and the main hair, under the same transform.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hey Sam,

I took a look at your file to see if I could help. I hope that's ok. There are two parts of the hair pipeline to keep in mind. The simulation and look. Of course the look is very important but it' nothing without simulation. I got your scene to simulated correctly but I couldn't recreate the look your going for. From what I understand from your file is that you want a small number of giudes that are controlled by joints. And those produce more guides and inturn produce hair. I would try to eliminate the deforming mesh and cache out to an Alembic with both the scalp mesh and the simulated curves. Then create a hair system that produce more curves like you did with your high res group and cache those out.. Then do a hair stack with the high res guides. Don't use edit guides or external guides node and ornatirx does better with a non deforming mesh.

TED


Attached Files:

>hair.mp4 (3627484 bytes),