Xgen cannot bind geometry to description. When off, XGen creates new bindings for the patches.
Xgen cannot bind geometry to description Opens the Create XGen Description window, which lets you create hair, fur and instance geometry. 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. 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. I get a Warning of : No bound Geometry. 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. 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. Hi Sudarshan,. Descriptions -> Bind Patches -> Add Selected Faces. 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. Turn this off if you want to bind the Description to a different mesh object. 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. 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. For information on selecting one or more default splines, see Select XGen primitives. Use this tool to add guides to the surface of the geometry and to move guides on the surface. The description is not bound to any geometry in the scene". Lets you select how to bind to faces to a patch based on the selected PTEX map. ee/cg_oglu Starting in December, we will archive content from the community that is 10 years and older. Trying to create description on multiple objects (identical such as legs but with different names). In this video, learn how to load an XGen description from a preset. 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 . 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. i am sure this issue happens with a xgen conflict in the maya projekt or namespaces. This should now open a tab in the Bind Faces Based on Map. Combine Mesh Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. To add a modifier to a Description In the XGen Window, select a Description from the Description list. 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. In the XGen Interactive Editor, do one of the following: To convert the interactive groom splines, select the grooms' description node. 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. 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. You can use the following command to generate a bind map: xgmBindPatches -d descriptionName -bm. XGen was originally designed to work in cm's and on models made at "real' world scales. Also (not directly related to my main problem): After that I want to bring the Groom into my lightingscene. Whenever I try and use the Import Collection or Description button, choose the file name path and the file ending in . ; You can use the Python Export and Import commands to save and load XGen Modifiers (. Presets are topology independent, so you can apply them to low and high resolution versions of your character mesh or to different mesh shapes. Files associated with groomable splines must be exported and imported separately using File > Export Grooming and File > Import Grooming. However, all the tutorials I find keep mentioning "selecting" the guides, which I am unable to do regularly. (Image attached) I need to pose my character for my portfolio but have not yet done Import the XGen Collection file. 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. Renaming the geo to something unique "Head_Geo" correctly created the bound geometry. I have trouble with binding faces to an xgen description, but this happens with only one mesh. 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. The patches are named <geometry>_<description> and represent the XGen splines that the given description will generate for the given geometry. See also Export and import XGen Collections and Descriptions. In this trivial example, we have a single piece of control geometry bound to a single description and therefore we have a single patch. 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. Description CLUMPING1 XGen patches define the areas of the geometry that generate primitives. Add Guides. When exporting and importing XGen Collections and Descriptions for default and archive Create Description. You can select whether to bind face to the White (value = 1 ) or Black (value = 0) regions of the map. Select all of the curves. I don't recommend to edit the mesh where you already created XGen on (even not renaming it). Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. 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. XGen Library. xgc file and the paintmaps saved. Specify the namespace that is used for the specified Collection file. Thank you for this great answer, it contains a lot of helpful information. However when I applied the second description, the first description went away and Cant bind to nothing. xgfx) files. ) import a collection and bind a description to a new object or to selected polygons. ; Click the Modifiers tab. Select the geometry you want to bind to Description. XGen binds to the meshes subdivison limit surface and for some reason, this mesh appears to not subdivide correctly. as it often does with xgen and trying out different approaches. -----https://linktr. 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. 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. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same Hey, thanks for responding. If there are no Collections in a scene when you create a new Description, XGen creates a Collection. Hi . I figured out a simple work around. Renaming the Geo is bound to is not recommended if it can be avoided. 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. 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. Hello, I have a problem. 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 . Now I manually update an . For saving and loading groomable splines Descriptions, see Export and import groomable splines. xgen file. Guide information is not imported. See Convert XGen hair and fur to Maya geometry. as u can see on image , the created description is selected but it sows this warning and not converting into polygons. 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. Bind Faces Based on Map. Hello! I've been using Maya for a few years now, but suddenly when I use xgen, I cannot preview my splines at all. Import Preset Opens the Import Preset window, which lets you apply an XGen preset Description to the selected mesh. 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 . I selected my description and Opens the Create XGen Description window, Lets you change which faces are bound to patches for the selected Description. xfn file, so I am getting free extra practice. 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. Hi All I'm working on my first XGen project, creating eyebrows and eyelashes for a face I sculpted. @Michael_Toddwrote:. If you are converting an interactive groom to geometry for a games character, seePrepare a groom for conversion to geometry. Hi For some stupid reason, my created Collection/Description files were removed via MEGASync. This creates a map per-patch and displays their final locations in the Maya Script Editor. Convert interactive grooming hair and fur to geometry. 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. I now have a head and the beard in my scene but they're not bound to each other. here is an example combine map with rand(0,0) expersion :. only "import/create descriptions" as though its starting from scratch. This opens a menu where you can select Select Assigned. 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. Turn on to convert selected splines only. Descriptions are contained by and organized in Collections. 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. 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. 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 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. xuv file format, it an xgen file containing the list of point generated for the clump modifier. 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. [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. 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. Adding edge loops, etc. When I click on "Update the Xgen Preview" button in the xgen tab, I get a message saying "No Preview visible. 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. See Create groups of descriptions and sculpt layers. Namespace. 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. 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. Cannot select XGen guides. (Note that the XGen Pref attribute shows up under the shape node of the object you are binding to whenever you either a. 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. But they're not viewport, and XGen window also does not brind up any descriptions. Click this icon to see the expression created by the Ptex map. Maya adds the modifier to the Modifiers list. 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. Include patch bindings. I already tried resetting my preferences, and turning off only primitives in view and neither have helped. This can be caused by unlocking the XGen container and rendering. Use UNbind. 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. 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. xgen, it just keeps saying: Import Operation failed. We share and discuss topics regarding the world's leading 3D-modeling software. Some more info XGen patches define the areas of the geometry that generate primitives. Each Description controls primitives on the selected faces of the mesh surface, which are called XGen patches. 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. XGen Descriptions store settings for positioning, generating, and rendering primitives. ) Create a new collection for an object or b. Toggles between the display of geometry and XGen patches define the areas of the geometry that generates primitives. Patches bind to the faces of the selected polygon mesh when you create the Description. No wires found in caf file. 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. 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. I am using Maya 2016 on windows 10 and also tried it on windows 8 pc. My project had been set beforehand. XGen is very particular on names. 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. Group creates a group with the selected descriptions or sculpt layers. Hello, I've gotten decent at understanding the pipeline to Xgen. after this comes up it doest allow me to place any guides. 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. xgen file and description files by exporting them from the menu, in case anything would crash and disappear again. 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. 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. See Create hair, fur, and instanced geometry using XGen presets. Open the xgeom file you are using and verify that it has the appropriate geometry. For some reason it doesnt export. Lets you change which faces are bound to patches for the selected Description. 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. for example deleted a description or something along those lines. 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 . 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. 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. I creating new description, add new guide, but hair not generating by some reason. XGen lets you procedurally create and style hair, fur and feathers for characters. Unfortunately, my workspace doesn't have any . Import the Maya file with the appropriate curves for the Description. The eyelashes are an XGen description, and work fine and the eyelashes are interactive grooms, right and left. Simple solution. Lets you select how to bind faces to a patch based on the selected Ptex map. To get it back to the original scale, use a blend shape or scale it back up but dont freeze the transforms. // Warning: XGen: No XGen description selected or found . If this is Classic XGen and not Interactive Groom, then you can use In XGen Editor. A XGen patches define the areas of the geometry that generate 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. . I also can no longer see the areas Hi! XGen Editor: Primitives -> Compensate of uneven Parameterization (enable) (Create Parameterization Map) or . For example, choose “ Selected: Current Description ” to limit the preview to the faces related to the current selection and bound to the current description. The mesh will subdivide properly in all of those apps and in maya Cant bind to nothing. How to combine ptex map with smoothstep expersion ?. Turn this off if you want to bind the Description to a different mesh object. XGen patches define the areas of the geometry that generate primitives. 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. See Create hair or fur using an XGen preset. Convert Only Selected Primitives. File Name. Deactivating the module. 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. 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. Nothing, and I mean nothing can conflict. 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. I looked through the old thread but not helpful to me. You can also create a new mesh and use a wrap deformer to follow the original geometry. 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. So be sure everything is uniquely named for the groom descriptions and shape names. 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. When off, XGen creates new bindings for the patches. 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. A quick demo teaching you how to turn XGen primitive splines into real geometry. Tip: Alternatively, you can save your XGen grooms as XGen presets and then apply them to any mesh object in your scene. 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. 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. 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. Converting XGen splines is an easy task actually, you can simply export the XGen Spline group to MEL. Topics in this section. The facial expressions works just fine, but the problem is that my character has xgen interactive hair and eyebrows from maya. Help me fix this error Description is not bound to any Geometry in the Scene. 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. 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. In this case, add the directory to the XGen Data Path from the Palette menu in the Description Editor. I can Opens the Create XGen Description window, which lets you create new Collections and Descriptions. The attached video is a result of a render sequence and you can see that the hair dissapears from the geometry. Hi there, This is the first time I've used XGen core and groomable splines. ; Select a modifier from the window that appears. 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. Although I can clearly see that the geometry is a child to the Xgen Description/Collection. 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. When exporting and importing XGen Collections and Descriptions for default and archive Xgen is my hell. This FAQ provides more information. Duplicate Description. I can see the render view of them just fine, but cannot see the previews that I was able to see only yesterday. Hey guys, I am very new to XGen, so details in your explanations or responses would be welcomed. See Bind Patches. Export and import the Description or Collection before using Export Grooming or Import Grooming. Lets you convert hair, fur and other objects, created by XGen to Maya polygon meshes. Bind spline primitives to a polygon selection. You can also click the Group icon . I am expanding prodecurals. 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. 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. 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. Question Share Add a Comment. XGen Patch /Geometry. xgen) file you want to load. Start hair and fur grooms with presets or use them to manage shot-based hair styles, landscapes, and environments. Toggles the Add Guide tool. Sort by: Best. I have the hair/ eyebrows scalps with the AR blendshapes and the scalps of the xgen description. use more uniform faces (size and distribution). xgen) file. The XGen Editor lets you create and edit hair, fur, and instanced geometry using XGen Descriptions. You can add any number of Descriptions to a polygon mesh. 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. Delete deletes whatever is selected: descriptions, modifiers, sculpt Bind Faces Based on Map. 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. See Save and load interactive grooming hair and fur presets. I created Hi @Anonymous . 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. This message appears when you use an XGen file that needs to bind to data in the xgeom file but the geometry is missing. Create Description. For set dressing, XGen lets you quickly populate large-scale environments, including grass savannas, forests, rocky landscapes, and @Michael_Toddwrote:. I don't know if this is usual or not, but I only had the . Xgen is my hell. When exporting and importing XGen Collections and Descriptions for default and archive Outlines shows there are selectable guides. Move the modifier it up and down in the Modifiers list by clicking the or icons. a piece of geometry ; an XGen patch ; a description ; a guide ; Then choose one of the preview types for Selected objects. First of all, I cannot render Xgen descriptions with any other renderer other than mentalray. 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. If the missing locator exists, it is selected. Maya saves Collections as XGEN files. Here : Every time I create a New Description and Collection for my project for Xgen. You can add any number of XGen Troubleshooting and FAQs. 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. ; Click the Add new modifier icon . Bind the geometry to the Description. Click the browse icon and locate the Collection (. The Ptex map expression should look Hello guys, So i’m trying to control a character in real-time using Live link face. 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. Imports the patch binding information from the Collection (. The major one is that I seem to routinely lose my xgen relationship with my first mesh while working on new descriptions. What's happening this time? I've tried to copy description or creating new - none of that works. See Use Python commands to export I have an Xgen collection for grass in a scene I'm working on. 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. I have a scene containing many characters, all of which have XGen hair. 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. I've found and restored them, but Maya/XGen still isn't recognising them. I am having two different issues. If I create an other cube just for the sake of testing, it works. 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. XGen presets do not support animated attributes. Is anyone have a solution to this? Thank you. You cannot save interactive grooming descriptions as XGen geometry instancer preset (XGP) files. 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. Opens the XGen Library Window, which lets you create hair, fur, and instanced geometry from selected XGen presets. See Create hair or fur using XGen presets. 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. 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. 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. Creates a copy of the selected Description, including all patch bindings and guides, and then adds it to the same Edit menu. When using Xgen and creating a Groom Description. See Create hair and fur with gooming brushes, Create hair or fur with spline curves, and Instance geometry with XGen. rzw eyyi kgz evvfkm cqpps ipme eqn nxjkep tuycu ymntt