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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 04 Apr 2012, 14:39 
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Cool cheers! Will do once I encounter such a file again. The mentioned evidence was destroyed by being repaired 8-x

It's a great hair styling tool for short to medium length hair. Maybe also long hair but that's much more difficult.

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 01 Jul 2012, 23:13 
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Hey i've gotting this to work and render nicely but can anyone tell me how to make it stick to a mesh for animation/dynamics?
I googled on it a bunch of times but can't find much about it - let alone how to do it in SI...

I hope it's not a limitation of technology that it just creates "floating" haircuts, would make it pretty pointless for animation...

Why is hair always such a headache? ;)

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 02 Jul 2012, 02:04 
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Kerro Perro wrote:
Hey i've gotting this to work and render nicely but can anyone tell me how to make it stick to a mesh for animation/dynamics?
I googled on it a bunch of times but can't find much about it - let alone how to do it in SI...

I hope it's not a limitation of technology that it just creates "floating" haircuts, would make it pretty pointless for animation...


Of course it is possible, there are many ways to do this in ICE. From my understanding, it seems to be implemented as Melena operator (maybe I'm wrong). If so, you'll be able to simulate like anything else in Melena. Probably best way is to take look at docs again, or ask author.

Method could be specific , usually you won't find exact procedure on internet.


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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 02 Jul 2012, 02:34 
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Well i'm not sure what you mean by it's implemented as a melena operator...
I did look at melena docs but that system is based on having a "generator" - nurbs or polys or curves, i could not work out a way to do it from those docs.

You say it can, great! Any pointers on how other than "go learn ICE"?

And as for asking the author he posted in thread so i think this is a good place to ask.

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 02 Jul 2012, 14:49 
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Oh oops i've just read flo erbe's blog and noticed there is an "fe_Fiber Emit Location" node included in his add-on... :ymblushing:

I don't have time to test now but i think that might be a good start... sorry stupid of me! #-o

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 02 Jul 2012, 15:42 
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This could help, I think I remember there is (was?) a video somewhere on the author's site also where he explains dynamics etc.

Btw.. random tip using this compound... Before importing the fiber curves, make sure no 3D view is open. Only open a 3D view after converting to a point cloud/deleting the fibercurve object. Saves minutes of your lifes! 8-x

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 03 Jul 2012, 01:06 
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Well embarresingly he's mentions "sticking the hair to the dog" at the end of his video but after copying his steps nothing happens :-l

I tried a few things with the standard strand nodes and with the melena ones but with my very limited (or non-existant) ICE knowledge i can't get very far. I don't even understand the errors...

Fact is that - and this has been discussed many times before - it's a shame that other than the old built-in hair system SI doesn't have any artist-friendly options for hair. I think ICE is great and people make awesome tools both great and small with it but for something like hair you just want to create not program you know?

I'm sure that if someone walked me through it step-by-step i might just get something that half-way works but i wouldn't really understand so i'll not ask and waste goodwill on it - maybe some time down the road when i've gotten a better understanding of this stuff...

But if someone like Exocortex came up with an artist friendly plugin for hair with the same quality like Species i'd surely buy it!
Just sayin' ;)

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 05 Jul 2012, 21:13 
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hi Kerro

try this - step by step:

    ° import your basemesh
    ° import your fiber curves
    ° create strands from fiber curves
    ° open the ice tree on the pointcloud and add 'fe_Fiber Emit Location' like this
    Attachment:
    emit_loc.JPG
    emit_loc.JPG [ 26.87 KiB | Viewed 683 times ]

    ° turn on 'Initialize Strand Dynamics' in the 'fe_FiberCurves To Strands Compound'
    ° create a simulated ice tree and set it up like this
    Attachment:
    sim_tree.JPG
    sim_tree.JPG [ 34.39 KiB | Viewed 683 times ]

    ° if you play the scene now nothing happens, right? i actually think that is a bug in the 'Strand Dynamics Framework'. (somebody correct me, and please explain it ;), if i'm wrong)
    ° do this:
    --enter the 'Strand Dynamics Framework' compound
    --enter the 'Simulate Strand using Verlet Integration' compound
    --enter the 'Verlet Integration' compound
    --change Self.StrandForce to Self.StrandVelocity
    ° play back the scene

your strands should move now

cheers
flo


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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 06 Jul 2012, 11:00 
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Wow thanks Flo! ^:)^

That did indeed work! You've now made fiberMesh a viable option for me!

I had been starting to study ICE because of my frustration with this, i was looking at Paul Smith's blissfully understandable video's, i'm still going to keep going on that (apart from studying the tiny subjects of animation, rendering, compositing etc ;) ) but it's great to be at this point with fiberMesh. It should be do-able to add dynamics (tried out gravity like your screencap and worked fine) and hopefully filler strands as well.

Btw i don't if it's important but i noticed that inside the 'Verlet Integration' compound there was another red node: Get Self.StrandMass was not initialized... :-?? I don't know maybe that is of interest...

Anyhoo thanks man!

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 Post subject: Re: ZBrush FiberMesh to strands compound
PostPosted: 06 Jul 2012, 13:49 
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Fibermesh is really cool, I wonder why there aren't more zBrush users using it. What would be even cooler if it could be post processed by Kristinka for added styling. Maybe I'll figure out a way to do that.

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