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iest_rob 1,671 posts
Hi all - im having a tad of trouble with Maya Fur, I've never used it before, and now im playing around a bit with it, just to get to know it better.
What I've done is duplicated a bit of the characters head, UV mapped it correctly, and assigned the fur to it, it look really great. But - when i move the characters Controller to move him to a different point to animate him - the fur strts going everyware - it's like it's refering to wherever i did it and just goes out of control, the further away i go from 0,0 the balder the head goes - like there's a massive force of wind blasting him. It works ok when i just more the bit of head, but if i move anything connected to the rig, it goes wild - anyone experienced this before?
Thanks - Iest
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ant- 73 posts
this is double transformation.... probebly, its a commen problem. it often takes a bit of trial and error to rectify the problem and without seeing your hypergraph i cant give an exact answer, but i can have a guess as to what has happened
basicly when you create the fur on a surface, the fur inherits the transformation from the surface.. i think. therefore if you get your duplicated head part and your fur, i'm guessing they are grouped together then parrented under a bone, therfore when your head polygons move they are passing on transformation to the hair that is already transforming. if this is not the case, it could equally be that the part of the head you duplicated had 'duplicate input connectsion' turned on, this would mean that the head polygons recieve the double transformation.
there are loads of ....... hang on... i just thought of anouther thing... you say you applied new UV's! that could be a clue, open your uv editor and check what happens to the UVs when you shift the head, if they slip! thats your problem, as fur uses UV maps, it might be that when you applied these new uvs they weren't pinned to the surface! this depends how you projected your uvs, you can solve this by going to the texturing menu and using the 'create texture reference object' command, then pull the orange texture reference object out of the hiearchy and hide it, the uvs shouldn't swim then.
see if either of those help
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iest_rob 1,671 posts
Hi there ant - good news, i played about with what you had to say - and it turnes out that when i rotate the head, the UV's of the new part of the head swim everyware like mad. However, i've followed what you had to say about createing a texture reference object, but i don't quite understand how to go about doing the next step (pull the orange texture reference object out of the hiearchy and hide it) could you help me just a little bit more?
Thanks - Iest
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ant- 73 posts
when you create a texture reference object it makes an new mesh that is just a wireframe (no shading) i cant remember it might be pink, whatever. if you open your outliner, look for the texture reference object (its a diffrent colour here too) just make sure that its no inside any bones or anything, then just hide the mesh because there is no further use for it, you could leave it, but in a scene with lots of objects they get in the way, and its best not to move them, as they control uvs. also do you have blendshapes?
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iest_rob 1,671 posts
Hey there -ant, im using Packageman, and just add hair to him, (so he looks different to the other one that's already that's in the scene), followed what you had to say, but it still does'nt work, the Fur still goes to town.
-Iest
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ant- 73 posts
i have never used package man i assume its a pre-rigged charactor or similar. can you take a snapshot of the outliner showing the hiearchy and also the input connection to the hair in the hypergraph.
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iest_rob 1,671 posts
Hey ant, thanks for trying to help me out here, of course, i hope this is what u wanted? :