
Create a UV set for your existing geometryįor a student pipeline I think it is easier to create some scalp geometries as this allows us to make more use of our limited UV space to create more detail on out maps without needing very high resolution maps. Create scalp geometries and give them UVs in the 0-1 UV space So if you plan on using them for your character you have two options: This is a problem since the Maya paint tools do not work with UDIMS. However, XGen relies on the Maya paint tool in order to create maps for your groom attributes. So there's a bit of an oddity with XGen which is that as far as I am aware XGen has no real issue with UDIMs (Or multiple UV tiles) due to the fact that XGen using the PTEX format for the grooms. (it's still good to work in real world scale anyway) If you don't want to simulate then the actual scale of your model is not as important but you must still keep it consistent, constantly changing the models scale can be a real pain for the groom artist! In this tutorial we will make use of 'scalp' geometries to grow out hair from so what I like to do is create a group which contains all of my scalps and give them names like "Moustache_Scalp_GEO".Īgain, scale is normally important in most pipelines but once you start using XGen it too becomes more important, especially if you are planning on simulating your groom. If either of these are not what XGen expects than it will simply not work, lookout for namespaces when you import/reference your models since these can quickly get out of hand. Well as mentioned earlier XGen recreates your grooms every time it is loaded and to do this it needs to know two things, the file path to your collection and the name of the geometry the hair will be grown from. well, you'll get fucked up if you naming conventions are not clean. Good naming conventions are generally important for most projects but the moment you add XGen. If it does move you can expect XGen to no longer load correctly in any of your scenes. When you create your project and load XGen for the first time you'll find that in your project folder there will be a new 'XGen' folder, this is where all of your collections, descriptions, maps and mesh bindings are written to and it is incredibly important that this folder does not get moved. Since saving raw geometry for your groom per scene would be incredibly heavy XGen simply recreates your groom based on a set of maps, expressions and basic rules, because of this XGen relies on relative file paths in order to find files it needs to recreate your groom in each scene where it is loaded. So, why is setting a project so important? Okay, so those are the important bits for this section so please take care with them. Make sure to have clean UVs (This is something that I will cover in part two of this tutorial) Check your scale, this is especially important if you want to simulate your groom. Make sure that you have consistent naming conventions in your project. This is by far the most important part of the tutorial and is often the reason for problems I have seen in people projects, before talking in detail here is a brief checklist of the key considerations when you are adding XGen to your project. Part 01: Project set-up and basic requirements of XGen Final note I need to make clear, the grooming process is not as linear as this tutorial so don't worry if you have to go back and fourth between stages in this tutorial!Īnyway, hope you like it and if you have any questions do not hesitate to contact me, i'd be more than happy to help out :)

#Maya 2016 tutorial set active key free
This is gonna be a long one so i'll split it into a few parts and hopefully when I have some more free time I may record some video tutorials to help you out! Also, this tutorial is mainly focused on character grooms that use guide curves but much of the tutorial is still relevant regardless of what type of groom you wish to make.

It is important to note that the techniques I will mention in this tutorial are not the only way to tackle XGen and I'm sure there are many alternatives out there, however this tutorial will hopefully guide you through the whole process - from set up to rendering - in a way that proved itself very stable for me during my time as a student. So this is a tutorial I have been meaning to write for a while now and I will try my best to cover the most common problems I see people make when XGen is involved in their pipeline.
