Transfer Ornatrix between meshes?

 
 
 
Posted by:fernandospirit
Data created:23 October 2018

Hi,

Let say I do have a mesh that is in rigging process, facial...etc.

Bunny and Cat. (fully fur)

But the facial is not done. I would like work in sidewards doing the hair in an final model. Howerver, at the end, I would like transfer my ornatrix fur the final rigger mesh.

(I know I could use a wrapper, but wrapper tends to be very heavy)

What is the best way to transfer a fur from one model to another? 

 

 

I think in this case the safe way is to make the hair in a mesh separated from the model. Ornatrix hair is toplogy dependent, any change in the topology will cause the hair to re-interpolate.

Another option is, if you are using Ornatrix V2, export the hair into an Ox Alembic file and load it into a BakedHair operator, in the BakedHair operator you will ground the hair to a different mesh. Give this a try and let me know.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi Jeordanis,

The model itself is final and will not occur changes.

But If I create fur in one model that is NOT skinned (final topology). And a rigger is doing the rigging parallelly to my grooming.

Then, At the end I would like setup or send my fur over to the final rigged mesh without lose any detail. 


When you mention about export alembic cache, mean for an animated model, however for my fur be animated, I would first need somehow send from my model(not rigged) to a rigged model. (without lose any grooming info, etc)

One idea would be using the "Save groom" and re-apply to the rigged. I tested. however, the template saved loses much information (comb, masks) during the process)

any idea?

Cheers

 

 

 

I tried play with few nodes and connections. and with simple things does work. Not sure for a fully fur model.

 

Hi,

If the model will not be changed in any way, you just have to add a GroundStrandsOperator below HairFromGuides and ground the guides to the new mesh.

I did not meant animated meshes, the workflow I just mentioned can be used for static hair as well.

Saving the groom is another alternative, you just have to reconnect all the maps because, as you noticed, this option does not save them. I think is best if you try all the alternatives and then we can determine what it's working and what is not, maybe we can come up with something, even a new feature, that can solve this issue in all cases.

Documentation about BakedHair: https://ephere.com/plugins/autodesk/maya/ornatrix/docs/2/Baked_Hair.html

Documentation about BakedGuides: https://ephere.com/plugins/autodesk/maya/ornatrix/docs/2/Baked_Guides.html

Documentation about GroundStrands: https://ephere.com/plugins/autodesk/maya/ornatrix/docs/2/Ground_Strands.html

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi Jeordanis,

I will give a full reading and tests:)

 

thank you very much :)

Hi Jeordanis,

After few tests, I found the best way is using BakeHair --->>>RMB over operator and "<Collapse up to here"

And placing the GroundStrands above. THEN the hair can be pointed to other surfaces (alembic or skinned or transform and then it will move)

2 questions:

1) Is there a way to "Unpack" the bakedHair? Like I baked, then I decided change few attributes that were inside the bakedhair. Then after changes I could bake again.

2) Is there a way to promote paramenters to the Bakehair level. Like few settings from the operators that are inside the "Bakehair"

Thanks in advance:)

 

Glad you found a solution.

1) There is no way to unpack the BakedHair node. The only data that is preserved in BakedHair node are Strand Width, Strand Groups and Strand Channels. The best way is:

  • Export the original, unbaked hair as Ox Alembic,
  • In another scene, create hair from a scalp and bake it,
  • Load the exported Ox Alembic INTO this new BakedHair node.
  • Then, you can make changes to the original hair, export again as Ox Alembic,
  • Override the previous export and the hair on the other scene will update.

2) As said before, the only data that is preserved in BakedHair node are Strand Width, Strand Groups and Strand Channels. This is an interesting idea, I will ask the team if this is possible. Thanks.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

You can save your ornatrix and the spawn mesh, import it into the final rigged file, and moph target the hair spawn mesh to the rigged face.  

Someone said Ornatrix hair is topology dependent. Does that mean we can seamlessly tranfer the groom to any character we want as long as the characters have the same topology? That would be great