View Full Version : Maya Fur Question
zzzrByte 05-04-2003, 06:26 AM Quick straightforward question, so I'll just cut to the chase...
I have a NURBS surface with some Maya Fur on it, I want to transfer that fur to a different NURBS surface (I don't want to create a new fur node, I like what I already made).
How do I do this?
I'm sure this is fairly simple, but what I saw in the Hypergraph seemed like one big mess to me.
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seb4d
05-04-2003, 08:09 AM
Select your new nurbs, go to the fur menu and go to Attach. If you already have created a fur description you'll see its name there.
TiKiMoN
05-04-2003, 10:23 AM
sorry for asking a separate question on your thread, zzzrByte, but it also relates to Maya fur...
A friend of mine has a Maya Fur Description attached to a polygonal object. When she animates the polygonal character, she experiences "jitter" in the fur... the hairs seem to change direction wildly as the object is deformed using a simple joint skeleton. I never had any problems like this with Maya Fur on a NURBS surface, so I wasn't quite sure what to tell her about fixing it. Does anyone here know how to keep the hairs in place during deformation of a polygonal object? (I told her Fur and polygons were taboo, but she did it anyway. :P )
GrafOrlok
05-04-2003, 10:06 PM
A friend of mine has a Maya Fur Description attached to a polygonal object. When she animates the polygonal character, she experiences "jitter" in the fur... the hairs seem to change direction wildly as the object is deformed using a simple joint skeleton. I never had any problems like this with Maya Fur on a NURBS surface, so I wasn't quite sure what to tell her about fixing it. Does anyone here know how to keep the hairs in place during deformation of a polygonal object? (I told her Fur and polygons were taboo, but she did it anyway. :P )
You shouldn't attach fur to a polygon object with a "smoothPoly" in the input list. Delete history first!:shrug:
Check out the not-so-informative thread: http://www.cgtalk.com/showthread.php?s=&threadid=53522
edit: added qoute
zzzrByte
05-04-2003, 11:24 PM
Cool, thanks seb4d :thumbsup:
I had a feeling there should be a simpler way to do it than to start fudging around in the Hypergraph.
seb4d
05-05-2003, 06:07 PM
You're welcome zzzrbyte !
Concerning the fur shifting on a poly surface, I experienced the same problem and as Graf Orlok said it comes from smoothpoly. If you plan to smooth your poly for rendering but want to keep it low res for skinning and animating, I recommend you to use 2 models. One high res with history deleted that will bear the fur and be used for rendering, and one low res that will act as a wrap deformer. But never put smoothpoly before skincluster with fur.
GrafOrlok
05-05-2003, 07:08 PM
The way we do is to use the low res to drive the high res with a wrap deformer. Takes a lot of RAM but it works:D
Maya Ayanami
05-05-2003, 07:45 PM
I understand. but I dont understand the connection. why does haveing the smooth node present in the meshes history screw up fur. seems unnatural.
seb4d
05-06-2003, 08:53 AM
I don't really know the reason for this problem. I noticed that when I had the smoothpoly node in my history, if I set the subdivision to 0 (that is to say no smooth) the fur didn't shift, but if I set it to something different (smoothed) the fur shifted.
So it does not really comes from the node itself but from the subdivision it generates. The smoothpoly node recalculates at each frame just like the fur description I think.
If someone has the right answer I'd be intersted in !
larryvm
05-06-2003, 12:49 PM
when you use fur with poly you must do a very good uv mapping and sometimes not in the usual way, one of the problem of the smooth is the lineal interpolation between uv`s, i`m not sure, but i think this can be one of the reasons
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