Xgen cannot bind geometry to description. Now I manually update an .


Xgen cannot bind geometry to description In my scene, the XGen window has separate collections for This message appears when XGen cannot locate the file in any of the XGen Data Path-specified directories listed in the message. Description CLUMPING1 Hi all, After hours and hours and a lot of rework and frustration with this issue, I found something that helps me and I hope it can be useful for you too. See Convert XGen hair and fur to Maya geometry. . Cannot select XGen guides. When exporting and importing XGen Collections and Descriptions for default and archive So i'm trying to do some face motion tracking using Live link face. If you duplicate the geometry and use the duplicated geometry, instead of the original imported geometry, Xgen seems to like that better, for whatever reason. Create Description. In the XGen Interactive Editor, do one of the following: To convert the interactive groom splines, select the grooms' description node. This piece of geometry should in theory be clean as it’s brand new and work with creating a description you should always delete history on the mesh before applying the description you could have had some dodgy non manifold geometry that xgen failed to calculate, but creating the scalp geometry I mentioned previously should avoid that. ; Select a modifier from the window that appears. I don't know if this is usual or not, but I only had the . When exporting and importing XGen Collections and Descriptions for default and archive In this video, learn how to load an XGen description from a preset. For example we have a naming convention as follows: * Ref frame must be the original bind pose, this frame is required to be in your geometry you are emitting from, and maybe not You must repaint the map values on the preset's target mesh. This opens a menu where you can select Select Assigned. Frequently Asked Questions about XGen; Parent topic: XGen Geometry Instancer XGen Geometry Instancer This message appears when there is a missing noise locator in the Wind Modifier. Here : Every time I create a New Description and Collection for my project for Xgen. To check whether a locator exists, open the XGen Description Editor, open the Wind Modifier UI in the Modifier tab, and click the button to the right of the Noise Locator field. But they're not viewport, and XGen window also does not brind up any descriptions. When exporting and importing XGen Collections and Descriptions for default and archive Xgen is my hell. Patches provide information about the geometry, such as face Hey there everyone, I finally began to produce decent hairstyles with Xgen but unfortunately, it is very buggy for me. Help me fix this error Description is not bound to any Geometry in the Scene. What's happening this time? I've tried to copy description or creating new - none of that works. I can get XGen to reference properly if You could also export the collection to an xgen file, then load the cached geo for the new animation in a new scene. So be sure everything is uniquely named for the groom descriptions and shape names. Hello, I've gotten decent at understanding the pipeline to Xgen. Descriptions are contained by and organized in Collections. Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. I tried to cleanup the mesh, but it This message appears when you use an XGen file that needs to bind to data in the xgeom file but the geometry is missing. If I select the same face and use the XGen "Create hair and fur" tool, It lets me create the grass, but the options to edit the grass are way more limited and spread out, which is why I XGen patches define the areas of the geometry that generates primitives. Mel command is below:-)$sel = `ls -sl -fl`;for ( $each in $sel ) {if($each I am currently using Xgen to create fur for my character, and I used 2 descriptions for the same geometry for the fur on the head. Group creates a group with the selected descriptions or sculpt layers. Opens the Create XGen Description window, which lets you create hair, fur and instance geometry. Include patch bindings. Turn this off if you want to bind the Description to a different mesh object. I figured out a simple work around. xuv file format, it an xgen file containing the list of point generated for the clump modifier. Bind the geometry to the Description. Move the modifier it up and down in the Modifiers list by clicking the or icons. You can use the following command to generate a bind map: xgmBindPatches -d descriptionName -bm. Whenever I try and use the Import Collection or Description button, choose the file name path and the file ending in . Use Curves to Guides to create new guides on at the same time, the settings and the name of the descriptions were lost (a_bighair), but the plane disappeared (more precisely, it had some kind of icon with an arrow) Reply 0 Likes XGen cannot determine what color to paint the map so it default to black, effectively deactivating clumping for that modifier. Part 03: Starting your groom It's time to create our grooms :D First you will need to load your XGen plugin if you have not done so already, then open the XGen description editor. ; Click the Add new modifier icon . Simple solution. A quick demo teaching you how to turn XGen primitive splines into real geometry. Hi everyone, To start I'm currently using Maya 2016 and I'm having an issue with getting XGen to reference into another Maya scene. File Name. Description CLUMPING1 Hello xGen/Arnold Users - I'm on Windows using Maya 2017 and I'm trying to export my xGen description as an Arnold StandIn. Lets you convert hair, fur and other objects, created by XGen to Maya polygon meshes. Through a lot of googling and testing things, I've found that applying a lambert material and moving the mesh's UV map to the 0-1 tile solves the issue. We share and discuss topics regarding the world's leading 3D-modeling software. I don't recommend to edit the mesh where you already created XGen on (even not renaming it). This was months ago, and now I'm at the point where I've got an animated XGen Descriptions store settings for positioning, generating, and rendering primitives. Files associated with groomable splines must be exported and imported separately using File > Export Grooming and File > Import Grooming. (Note that the XGen Pref attribute shows up under the shape node of the object you are binding to whenever you either a. When I create a density mask on my mesh in XGen, I get the following error: Maya then switches to the paint tool, but painting on the mesh does nothing. I am expanding prodecurals. creates a warning about the Maya and XGen topology no longer matching, and it seems that XGen cannot map primitives onto the areas of geometry that were revisedthus creating bald spots. You can select whether to bind face to the White (value = 1 ) or Black (value = 0) regions of the map. No wires found in caf file. Patches bind to the faces of the selected polygon mesh when you create the Description. Description CLUMPING1 XGen patches define the areas of the geometry that generate primitives. XGen Patch /Geometry. xgen file. Presets are topology independent, so you can apply them to low and high resolution versions of your character mesh or to different mesh shapes. Is anyone have a solution to this? Thank you. ) import a collection and bind a description to a new object or to selected polygons. Imports the patch binding information from the Collection (. I've found and restored them, but Maya/XGen still isn't recognising them. For set dressing, XGen lets you quickly populate large-scale environments, including grass savannas, forests, rocky landscapes, and @Michael_Toddwrote:. For information on selecting one or more default splines, see Select XGen primitives. Bind Faces Based on Map. I have trouble with binding faces to an xgen description, but this happens with only one mesh. See Create hair and fur with gooming brushes, Create hair or fur with spline curves, and Instance geometry with XGen. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. If this is Classic XGen and not Interactive Groom, then you can use In XGen Editor. However when I applied the second description, the first description went away and Cant bind to nothing. If there are no Collections in a scene when you create a new Description, XGen creates a Collection. Create Description Opens the Create XGen Description window, which lets a piece of geometry ; an XGen patch ; a description ; a guide ; Then choose one of the preview types for Selected objects. Select the geometry you want to bind to Description. use more uniform faces (size and distribution). xgen file and description files by exporting them from the menu, in case anything would crash and disappear again. Lets you select how to bind faces to a patch based on the selected Ptex map. ; You can use the Python Export and Import commands to save and load XGen Modifiers (. Click this icon to see the expression created by the Ptex map. here is an example combine map with rand(0,0) expersion :. For set dressing, XGen lets you quickly populate large-scale environments, including grass savannas, forests, rocky landscapes, and Unfortunately, XGen seems to make a copy of the topology when you first create your description. Use this tool to add guides to the surface of the geometry and to move guides on the surface. Hi All I'm working on my first XGen project, creating eyebrows and eyelashes for a face I sculpted. Renaming the geo to something unique "Head_Geo" correctly created the bound geometry. Now I manually update an . xfn file, so I am getting free extra practice. The description is not bound to any geometry in the scene". However, all the tutorials I find keep mentioning "selecting" the guides, which I am unable to do regularly. xuv as there is no information on how this file The only way I can see to create an XGen patch reference is by binding a description to geometry. When off, XGen creates new bindings for the patches. xgen) file you want to load. Trying to create description on multiple objects (identical such as legs but with different names). [palette,description,module] (AnimWires) XGen is a geometry instancer that lets you populate the surface of polygon meshes with an arbitrary number of primitives either randomly or uniformly placed. for example deleted a description or something along those lines. Thank you for this great answer, it contains a lot of helpful information. I needed something quick, easy, and low-poly, so I quickly made a patch of grass in geometry, then made an archive primitive type Xgen description, and made a density mask on my ground so that there are patches of dirt and paths. I can Opens the Create XGen Description window, which lets you create new Collections and Descriptions. In this case, add the directory to the XGen Data Path from the Palette menu in the Description Editor. Wanted to make eyelashes for a So, I need to create couple last descriptions for individual strands and flyaways, but on that stage XGen decides he will not work anymore. Maya adds the modifier to the Modifiers list. ; Click the Modifiers tab. If the name of the geo is the same as the one that Xgen was bound to, and the topology is the same, you could just import the XGen file and rebuild the collection on the geo with the new animation. Some extra things to add that might help, the objects that says no geo found have a distinct name, as well as I have as well been playing with shaders/material with fur that might have contributed to the issue ex I have The third thing is more of a note, that my maya never saved a . Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same In this video, learn how to load an XGen description from a preset. Maya automatically sets the groom_description (igmDescription node) to ridiculous Bounding Box values like Lets you convert hair, fur and other objects, created by XGen to Maya polygon meshes. See Create hair or fur using XGen presets. For example, choose “ Selected: Current Description ” to limit the preview to the faces related to the current selection and bound to the current description. When exporting and importing XGen Collections and Descriptions for default and archive To import your groom onto the same character but in a different maya scene you simply select the geometry and click xgen -> import collections or descriptions. To get it back to the original scale, use a blend shape or scale it back up but dont freeze the transforms. Hi . Collection files store information about the contained Description such as attribute values, Why is it not bound and is there a different way of transfering the groom, because that way XGen always creates a second collection whereas I just want the already excisting collection to be bound to the new alembic. When exporting and importing XGen Collections and Descriptions for default and archive Once we click on the “X on a box” to open the XGen description menu, we will create a new XGen description. Hi everyone!Do u have any ideas why xgen doesent put guides in selected area almost at all?Only placed some in the middle in like over a hundred clicks,in another spots guides dont spawn at all. You can add any number of Hello, I created an XGen setup with custom archives scattered over a surface and now I am not able to create and export as geometry. Hey guys, I am very new to XGen, so details in your explanations or responses would be welcomed. Each Description controls primitives on the selected faces of the mesh surface, which are called XGen patches. You can add any number of XGen Troubleshooting and FAQs. If I want to change the density, length and other types of modifications in my grooming, this message appears : // Warning: XGen(1): No bound geometry for [Fur_Corps_base] XGen > Export Collections or Descriptions XGen > Export Selection as Archive(s) XGen > Batch Convert Scenes to Archives XGen Windows and Editors Troubleshooting and FAQs XGen Advanced Topics XGen Technical Documentation Lighting and Shading Rendering Customizing Maya Keyboard Shortcuts Hey everyone, I am having an issue with Xgen, trying to render a character turntable. When creating vegetation landscape, you can use different Hi, I have my first realistic human character in a-pose, textured and have multiple xgen descriptions attached to the head geometry. I'm currently making a script to transfert xgen from one mesh to another which are topologically different, I can transfert the ptex data, but I can't find a way to export the . XGen was originally designed to work in cm's and on models made at "real' world scales. If I render a frame Therefore, if you create the patch reference after loading the scene, save and reload the scene so that XGen can bind the patch-referenced model properly. I get a Warning of : No bound Geometry. Duplicate Description. Reload the scene and import the description and bind it back to the geo and convert the curves back to guides, finally, re-attach the shader to the descriptions shape node. This can be caused by unlocking the XGen container and rendering. XGen binds to the meshes subdivison limit surface and for some reason, this mesh appears to not subdivide correctly. Although I can clearly see that the geometry is a child to the Xgen Description/Collection. Import the Maya file with the appropriate curves for the Description. The Ptex map expression should look Hello guys, So i’m trying to control a character in real-time using Live link face. So ive started working on the Bodice for my model and its been going fine till up to now I used the Card primitive and in order to render I need to export the description into a mesh and I tried to use the Export as Mel option only it exports an empty file? so I tried to export i Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. See Create groups of descriptions and sculpt layers. i am sure this issue happens with a xgen conflict in the maya projekt or namespaces. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same XGen is an instancing tool most commonly used for creating hair or populating a scene with instanced geometry. If the missing locator exists, it is selected. See Bind Patches. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same Hey, thanks for responding. Toggles between the display of geometry and XGen patches define the areas of the geometry that generates primitives. Start hair and fur grooms with presets or use them to manage shot-based hair styles, landscapes, and environments. @Michael_Toddwrote:. You can add any number of Descriptions to a polygon mesh. Hello, I have a problem. See also Export and import XGen Collections and Descriptions. A XGen patches define the areas of the geometry that generate primitives. Open the xgeom file you are using and verify that it has the appropriate geometry. after this comes up it doest allow me to place any guides. Converting XGen splines is an easy task actually, you can simply export the XGen Spline group to MEL. First of all, I cannot render Xgen descriptions with any other renderer other than mentalray. only "import/create descriptions" as though its starting from scratch. When exporting and importing XGen Collections and Descriptions for default and archive Outlines shows there are selectable guides. You can export a collection This is Part 01 of a series of Video Trainings on XGen Plugin in Maya Covering the Parameters in Create XGen Description. XGen lets you procedurally create and style hair, fur and feathers for characters. Import Preset Opens the Import Preset window, which lets you apply an XGen preset Description to the selected mesh. Renaming the Geo is bound to is not recommended if it can be avoided. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same Edit menu. Question Share Add a Comment. I already tried resetting my preferences, and turning off only primitives in view and neither have helped. Topics in this section. One thing you could try is copy the mesh, and to scale the copy down by 10 or a 100 and freeze the transforms before binding XGen to the smaller mesh. See Create hair, fur, and instanced geometry using XGen presets. -----https://linktr. How do I preview selected XGen patches or Descriptions? To Preview Selected, select one of the following: Geometry object ; XGen patch ; Description ; Guide ; Then select a preview option If there are no Collections in a scene when you create a new Description, XGen creates a Collection. This FAQ provides more information. For saving and loading groomable splines Descriptions, see Export and import groomable splines. as u can see on image , the created description is selected but it sows this warning and not converting into polygons. I now have a head and the beard in my scene but they're not bound to each other. Hi I've received a head model with a beard as a separate Xgen description alembic file, which I've imported using the Generate/Cache/Import Cache menu. I am having two different issues. ee/cg_oglu Starting in December, we will archive content from the community that is 10 years and older. Lets you select how to bind to faces to a patch based on the selected PTEX map. If you absolutely have to rename it, there are ways to update XGen for the new geo name but it's not a one click fix, you have to export the Collection, rename the geo, delete the collection in the scene and import the XGen collection but don't have the bindings option Hey, thanks for responding. xgfx) files. Hello! I've been using Maya for a few years now, but suddenly when I use xgen, I cannot preview my splines at all. ) Create a new collection for an object or b. Is this happening when you go to create an Xgen description? Does it happen on a fresh empty scene of Maya with a basic cube? You may want to try unloading and reloading the Xgen plug-in. Lets you change which faces are bound to patches for the selected Description. You cannot save interactive grooming descriptions as XGen geometry instancer preset (XGP) files. This message appears when you use an XGen file that needs to bind to data in the xgeom file but the geometry is missing. Adding edge loops, etc. How to combine ptex map with smoothstep expersion ?. If you are converting an interactive groom to geometry for a games character, seePrepare a groom for conversion to geometry. XGen is very particular on names. Hi there, This is the first time I've used XGen core and groomable splines. For some reason it doesnt export. I also can no longer see the areas Hi! XGen Editor: Primitives -> Compensate of uneven Parameterization (enable) (Create Parameterization Map) or . of course XGen is meant to be used on animated geometry, If you've seen any Disney movie since chicken little you've seen XGen on animated characters . You can use XGen presets as a starting point for hair and fur grooms and Daryl Obert offers up some great tips for converting Maya’s XGen Splines into real geometry for your scene. Also (not directly related to my main problem): After that I want to bring the Groom into my lightingscene. There are two primary methods of using it, depending on what you want to XGen is a geometry instancer that lets you populate the surface of polygon meshes with an arbitrary number of primitives either randomly or uniformly placed. The attached video is a result of a render sequence and you can see that the hair dissapears from the geometry. someDescription->somePatch (SubdPatch) This message appears when you use an XGen file that needs to bind to data in the xgeom file but the geometry is missing. The facial expressions works just fine, but the problem is that my character has xgen interactive hair and eyebrows from maya. I creating new description, add new guide, but hair not generating by some reason. I created Hi @Anonymous . When selecting all the objects and creating a description the first object will have the fur working (yellow stuff appearing to edit with) while Lets you select how to bind to faces to a patch based on the selected PTEX map. Opens the XGen Library Window, which lets you create hair, fur, and instanced geometry from selected XGen presets. XGen Descriptions store settings for positioning, generating, and rendering primitives. XGen presets do not support animated attributes. I'm not sure if an old bug has cropped back up (as it doesn't set Create hair, fur, or instance geometry by applying an XGen preset to your polygon mesh. xgen) file. Hi For some stupid reason, my created Collection/Description files were removed via MEGASync. When exporting and importing XGen Collections and Descriptions for default and archive It was going fairly smooth when I was just working on a single description, but I need a few more descriptions and I feel like I'm having a lot of instability with it and various issues I'm unsure of how to avoid. Patches provide information about the geometry, such as face ID's, face size, position, and face normals, which the Description then uses to place and control the primitives. Convert Only Selected Primitives. I'm working on a character, and right now I'm using XGen to get the general shape right, then I'm going to convert it to textured polygons to finish the job. Export and import the Description or Collection before using Export Grooming or Import Grooming. To add a modifier to a Description In the XGen Window, select a Description from the Description list. max and maya have found no odd issues with the mesh - no co-incident points or faces, no non If the geometry of the target mesh has the same topology but a different shape (ideally it should have the same name) you can use the Export/Import Collection or description workflow. When I click on "Update the Xgen Preview" button in the xgen tab, I get a message saying "No Preview visible. And now we can start by naming the “Description” and “Collection” ‍ The Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. You can also create a new mesh and use a wrap deformer to follow the original geometry. Toggles the Add Guide tool. Collection files store information about the contained Description such as attribute values, Ptex map locations, face ID's for patch bindings and guides, and render settings. The mesh will subdivide properly in all of those apps and in maya Cant bind to nothing. This should now open a tab in the Bind Faces Based on Map. Hi Sudarshan,. a piece of geometry ; an XGen patch ; a description ; a guide ; Then choose one of the preview types for Selected objects. XGen Library. If you absolutely have to rename it, there are ways to update XGen for the new geo name but it's not a one click fix, you have to export the Collection, rename the geo, delete the collection in the scene and import the XGen collection but don't have the bindings option Hello, i'm try to export xarc file from xgen. I wonder if anyone's had this problem, or knows what the deal it :T Select File > Import Collections or Descriptions from the XGen Editor to set Import Collections or Descriptions options. The XGen Editor lets you create and edit hair, fur, and instanced geometry using XGen Descriptions. Nothing, and I mean nothing can conflict. So ive started working on the Bodice for my model and its been going fine till up to now I used the Card primitive and in order to render I need to export the Hi, I would like to know if it possible to get the technicall spec of a . My project had been set beforehand. You can also click the Group icon . max and maya have found no odd issues with the mesh - no co-incident points or faces, no non-manifold geometry, no 2-point polygons or n-gons - nothing weird. I am using Maya 2016 on windows 10 and also tried it on windows 8 pc. 1) I cannot move the hair that I have created, even though, I can move the geometry Use a clean scalp mesh with uvs should do the trick. Sometimes when I've had issues with just the one description that I can't narrow down the cause for, rebuilding it from scratch can help. Convert interactive grooming hair and fur to geometry. The patches are named <geometry>_<description> and represent the XGen splines that the given description will generate for the given geometry. Deactivating the module. Filling out density maps and region maps, manipulating the guides, however i'm still confused on how to create a new description for the same piece of Welcome to the Autodesk Maya Subreddit. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same XGen cannot determine what color to paint the map so it default to black, effectively deactivating clumping for that modifier. See Save and load interactive grooming hair and fur presets. Guide information is not imported. Turn on to convert selected splines only. Xgen is my hell. See Create hair or fur using an XGen preset. Delete deletes whatever is selected: descriptions, modifiers, sculpt Bind Faces Based on Map. I can see in your image above that the geo shares the same name as the bone it is I was nearly done with all the descriptions in this collection and then i somehow broke my xgen directory and now neither my current nor my previous files will render my descriptions. When I blendshape these two versions of the same scalp Create hair, fur, or instance geometry by applying an XGen preset to your polygon mesh. If I create an other cube just for the sake of testing, it works. Maya saves Collections as XGEN files. In this trivial example, we have a single piece of control geometry bound to a single description and therefore we have a single patch. This creates a map per-patch and displays their final locations in the Maya Script Editor. The eyelashes are an XGen description, and work fine and the eyelashes are interactive grooms, right and left. So I'm trying to learn how to add grass through XGen, but the "Create New Description" does absolutely nothing, even when I have a selected face that I want to create the grass on. xgc file and the paintmaps saved. Sort by: Best. See Use Python commands to export I have an Xgen collection for grass in a scene I'm working on. Namespace. Descriptions -> Bind Patches -> Add Selected Faces. as it often does with xgen and trying out different approaches. Some more info XGen patches define the areas of the geometry that generate primitives. the error:// Error: line 1: XGen: Candidate guides have not been I have some questions about batch rendering XGen in Maya 2015 with mental ray. When exporting and importing XGen Collections and Descriptions for default and archive Create Description. I have the hair/ eyebrows scalps with the AR blendshapes and the scalps of the xgen description. xgen, it just keeps saying: Import Operation failed. When I open a scene for the first scene and start working on a new hairstyle, the only renderers I can select in the Preview/Output window for rendering the You must repaint the map values on the preset's target mesh. Unfortunately, my workspace doesn't have any . I have a scene containing many characters, all of which have XGen hair. okay so, idk if it would work with you but I had this problem and here's how I solved it, you go in the utilities shelf in xgen and go to "guides to curves" now that u have your curves, delete your guides, (idk if necessary but delete the Create Description. Turn this off if you want to bind the Description to a different mesh object. Combine Mesh Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. Specify the namespace that is used for the specified Collection file. Combine Mesh In a typical XGen workflow, you can create a Description to populate and groom each region of a character's hair, such as the sideburns, scalp area, beard, or eyebrows. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. I selected my description and Opens the Create XGen Description window, Lets you change which faces are bound to patches for the selected Description. I looked through the old thread but not helpful to me. Bind spline primitives to a polygon selection. For the second issue, the screenshot was showing the actual geo called, "hair_cap_head_geo" after trying to rebind the guides to the cap. Why does duplicating a geometry, work for binding to xgen? And why picking any other geometry will work, but not the original hair cap geometry? BTW, I did try just unparenting the hair cap, but that did not work. Click the browse icon and locate the Collection (. Use UNbind. When using Xgen and creating a Groom Description. Add Guides. The major one is that I seem to routinely lose my xgen relationship with my first mesh while working on new descriptions. I can see the render view of them just fine, but cannot see the previews that I was able to see only yesterday. XGen patches define the areas of the geometry that generate primitives. (Image attached) I need to pose my character for my portfolio but have not yet done Import the XGen Collection file. Select all of the curves. // Warning: XGen: No XGen description selected or found . In this video, learn how to load an XGen description from a preset. How can I get the beard to follow my blendshapes? Thanks for your help! XGen cannot determine what color to paint the map so it default to black, effectively deactivating clumping for that modifier. After a week of troubleshooting, I finally got my texture maps on both my base geometry and my description to work well together, but I cannot seem Create Description. bgj bymanl dhcvjj vwmsqcw ozx fcsy rqrt qvgll vobnx tpqxx