Transfering groom from one mesh to another

 
 
 
Posted by:felixs
Data created:19 December 2020

Hi,

I'm trying to figure out how to accomplish this in C4D.

I'm working on a character that isn't final in it's appearance, but the UVs and topology are final and remain unchanged. How do I transfer a groom from one version of my character to another version of it, without the groom being completely recomputed?

 

Thanks

Hi,

There are many options:

1. If we are talking about a human character, I would create the groom in a scalp and skin wrap it to the original character. This way if the character changes in the future I don't have to transfer anything, just skin wrap the scalp to the new character.

2. If you didn't use a scalp it can be more complicated. I would wrap deform/conform the old character to the new one, conform them to the same shape. This way the guide roots will end up in the exact same position and the groom will not change. Then, add Ground Strands modifier below Hair from Guides and pick a new distribution mesh. 

3. You can also export only the guides as Ornatrix Alembic, then import them and attach them to the new character as a new groom, finally copy-paste the modifiers from the old to the new groom. For this you have to conform the old character to the new one for the same reason as point 1. This is ONLY if both character have a different shape. 

 

I'm assuming that you know how to use ground strands and BakedHair/BakedGuides modifiers. Otherwise check the docs here

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hey Jeordanis,

I made the mistake of grooming it directly onto the character using selection tags instead of separate geometry. I ended up re-doing the groom on separate haircap and eyebrow geo, then used the first method you described by putting a Surface deformer to wrap around the character each time it changed. It worked out well because I can also animate the face using blend shapes and the groom still conforms to it.

It would be nice to be able to use selection tags in C4D instead of separate geo for a cleaner workflow with less objects. If I use selection tags to grow Guides From Mesh, it takes a lot more hair to get the density required + the stack recomputes if you drag in a new but identical selection tag in there. Maybe something to look into.

Thanks!

The problem that I see with using selection tags to generate hair is that Ornatrix modifiers are designed to recompute its data when the underlaying data (the selection) changes. Although to avoid this you can just use Remember Root Positions in Guides from Mesh and Hair from Guides. This command will cache the root positions. Personally I preffer to use a scalp because it is more less prone to errors. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)