![]() This smooths out the angles a bit, but it's not perfect. The only thing that works is applying a fillet to the points. However, the imported splines from Maya are pretty angular and converting the points to Bezier or smooth has no effect for some reason. Then you will be left with only the editable splines. All you have to do is round up the dummies (Ha!) and delete them. I found that simply selecting ne of the control curves on the Maya nHair system and then hitting "Send to Max" all the curves come in as editable splines with all the folicles as dummy objects. One the forums I was checking while looking for a solution someone said that there isn't much demand for a NURBS to spline converter because most find the NURBS more preferable to work with. When you do it that way the curves come in as NURBS surfaces and can't easily be converted to splines. If not, and if anyone else is interested to know the workflow, just let me know and I will post it.Īctually, I had been stripping out all the hair system stuff (folicles, Nucleus, etc) and just exporting the curves to Max using the "Send to Max" command (FBX). Does anyone know of a quick way to do this, one that is less tedious? ![]() After a lot of research I found a roundabout method that will do the trick, but it's quite involved and you have to convert each curve individually. The problem, and it seems to be a big one from what I can tell, is that Maya curves come into Max as NURBS surface objects and there is no way to convert them to Splines. So I took my scene into Maya and easily set up all the wind dynamics and got the curves I want. ![]() ago Thank you so much it's helpful may i please know how to get vray hair n fur converted into ornatrix. You can then convert those splines to Ornatrix hair. I had been trying to get a nice windblown look with MassFX, but it is super touchy and the controls are quite wonky. Native Max Hair & Fur modifier have a command to convert the hair or guides to Splines. Considering the limitations of MassFX in dealing with more complex setups, I had the idea of using the more robust hair dynamics system in Maya and then exporting the curves to Max and applying the Ornatrix mod stack to the resulting merged spline object. ![]()
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