Posted by: | VL | |
Data created: | 30 November 2021 |
Hi guys, | |
30 November 2021
#30668 | |
Hi, Depending on the complexity of the model and the fur, it is expected to lower the preview performance. We don't recommend grooming on the rigged character but rather on the final animated character. If you don't need to preview the fur, I recommend hidding it completely. You can also try lowering the amount of details in the viewport, but that would depend on your fur modifier stack. The Detail modifier, for example, have different values for viewport details and render details, so you can just lower the viewport details. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
30 November 2021
#30669 | |
Thanks Jeordanis, I really appreciate it. Just wanted to clarify when you say its not recommended to groom onto the rigged character but rather the final animated character, are you able to expand? | |
30 November 2021
#30670 | |
Opp's didnt upload the screenshot | |
1 December 2021
#30674 | |
Correct. You can either: 1. Add the hair on the final character with baked alembic animation. 2. Or, groom the hair on the T-Pose, low-poly character and then transfer it to the character with baked alembic animation.
Yes. That is acceptable.
Correct. When the hair is approved, export it as alembic and attach it to the animated character(The position of both objects should math for the attachment process to work). Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
1 December 2021
#30675 | |
Thanks again, this information is invaluable. | |
2 December 2021
#30676 | |
Correct. Export the hair as Ornatrix Alembic. Then import it in the scene with the animated character(it should have at least one frame in T-Pose). The hair will import as an Ornatrix hair object with a BakedHair node in the stack. This node have an option to attach the hair to the character. Another option is to use Ground Strands.
I don't think we have one for this specific case but is a good suggestion for the future. However, many people use different workflows. This is just the one I have used in production. Some artist groom the hair in a separate scene and reference it into the animated character scene. Others export just the guides as Ornatrix Alembic and rebuilt the groom on the animated character. Others animated the character with the hair already on it. In this case with a different version of the groom that is less dense with thicker strands, converted to polygon meshes. Others use proxies instead of alembic. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
3 December 2021
#30680 | |
Thanks for your help Jeordanis |