C4D Character with hair

 
 
 
Posted by:VL
Data created:30 November 2021

Hi guys,
I'm a new user of Ornatrix so I'm trying to find my way through - I was wondering if anyone could help me, I have an animal character which I've finished grooming the fur onto the whole body and its looking good for me, however when I test-rig the character I find the rig becomes super slow (I need pretty quick viewport feedback when animating and posing). I've tried lowering the viewport hair fraction to 2% but its still extremely slow. Is there anyway of setting the hair so that I get fast viewport feedback when animating?  I'm thinking I'm missing a major part of the process but cant seem to find any tutorials covering this subject. (I'm not using any physics simulations as the fur is quite short)
Cheers,
Jody

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.)

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?
(Current workflow that I've done is: Modelling/UV's/Texturing/Grooming and then I was going to start rigging)

Also I've attached a screenshot to show my modifier stack to see if you think this should work ok or if I need to move anything around (unfortunately I cant upload the clients model).
I've noticed I get better viewport feedback disabling everything from "Hair from guides" downwards, is it ok to temporaily disable these and turn them back on when the animation is done?

The other workflow I wondered is export the hair as alembic, rig the character, animate it and then re-apply the hair via alembic import (then add any physics if I need to but I'm thinking I probably wont need them).

Sorry if some of this sounds noobish, I've never worked with hair so I'm trying to determine the best process/pipeline.

Cheers,
Jody

Opp's didnt upload the screenshot


Attached Files:

>Hair+modifiers.JPG (43739 bytes),

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?

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. 

I've noticed I get better viewport feedback disabling everything from "Hair from guides" downwards, is it ok to temporaily disable these and turn them back on when the animation is done?

Yes. That is acceptable. 

The other workflow I wondered is export the hair as alembic, rig the character, animate it and then re-apply the hair via alembic import (then add any physics if I need to but I'm thinking I probably wont need them).

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.)

Thanks again, this information is invaluable.

At the moment the client has signed the hair off so I'm carrying on with the rigging (hair is hidden from viewport and "hair from guides" downwards is disabled). I do have a version of the character with hair on it in the a t-pose too (its a dog so I guess "standard" dog pose). I might try both ways to see which feels better to me.

I do have a question regarding "2 - transfer the hair from the t-posed character to the animated character": Would I export the hair as alembic from t-pose, and also export the animated character as alembic, and then combine them?

I'm wondering, is there any documentation or tutorial covering hair for animated characters? I've been going through the docs and they seem more settings specific rather than explaining how to use it in production, maybe that will come more with experience for me.

Cheers,
Jody

I do have a question regarding "2 - transfer the hair from the t-posed character to the animated character": Would I export the hair as alembic from t-pose, and also export the animated character as alembic, and then combine them?

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'm wondering, is there any documentation or tutorial covering hair for animated characters? I've been going through the docs and they seem more settings specific rather than explaining how to use it in production, maybe that will come more with experience for me.

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.)

Thanks for your help Jeordanis Laughing