Hello!
I am currently working with G Fur plug in for UE4, and need to make Spline guide to chose the direction of the fur.
(
http://gim.studio/gfur-user-manual/#1511115919194-c6e95b4a-d9a0 )
On Maya, all the hair plugin i know cannot create guides (converted later in splines) from the vertices, and i'm forced to use 3dsMax.
Is there any technique de create those splines from the vertices on maya? On XGen or another plug in? Am i missing something? Thanks a lot!
Replies
if not, look into zbrush-fibermesh: style as needed (you can tweak the fibermesh externally, too as long as the topology stays intact, then just reimport into the subtool), export as many guides as required (visibility slider lets you reduce their numbers), import into maya and edit there. helpful to have decent functionality to reduce the number of CVs on a curve while preserving the shape. no idea what maya offers in terms of functionality to do this though.
https://www.unrealengine.com/marketplace/gfur
Yup i tried it it zorks great but i just wanted to try to do it in maya to avoid multi import export and mistakes associated to those manipulations
use xgen
If you make a curve, select the verts on your animal and run this (nasty mel I googled cos I couldn't be bothered to write any python at this time of day) it'll distribute the curves at each vert. (curve1 being the name of the curve) . You'll want a better script as this doesn't appear to take into account mesh normals
You can then convert the curves to xgen guides
After that, in the generate primitives tab tell it to place a hair spline at each guide location
After that convert to the result to groomable splines for combing etc.
Iirc this should work on maya 2017 - I'm not sure the interactive grooming was usable on 2016
This link covers cacheing the interactive groom and reimporting the splines
http://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-28367DFD-A479-4E29-A691-6381CC8AF384