Xgen Tilt U V (misaligned faces?)

Xgen Tilt U V (misaligned faces?)

dangertaz1
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Message 1 of 14

Xgen Tilt U V (misaligned faces?)

dangertaz1
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In Xgen, when I use custom geometry or cars.  I need them to lay along my geometry (like feathers).  Sometimes Tilt U or V works for this.  Sometimes my archived geometry or cards will point in different directions as shown on the car model below:  Some of the cards lay across car and some lay along the length of the car.  Even though the Tilt V is the only attribute driving them.  Normals are correct on all faces...thoughts?

Capture.PNG

 

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Message 2 of 14

Michael_Todd
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When using attributes to drive XGen parameters like tilt, the construction winding order of the underlying geometry's faces determines the vector used, and this can change across the surface as some faces can be left handed and some can be right.

 

Sometimes changing the point ordering can help but usually the simplest way to get a uniform, controlled direction is to use groomable splines and use the brushes to control the direction of the splines



Michael Todd

XGen Product Owner and Designer

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Message 3 of 14

dangertaz1
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Please correct me if I'm wrong, but a spline is a spline and custom geo is custom geo.  

 

Splines can be groomed, but custom geo cannot be groomed.

 

Unless I'm unaware of something, I need to use guides to really control the orientation of custom geo?

 

At the moment, I'm duplicating my description and applying to the faces that are misbehaving.  I adjust the Tilt V to a different number to make my feathers lay down correctly on these particular faces.

 

 

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Message 4 of 14

mspeer
Consultant
Consultant

Hi!

 

It's not that easy.

 

The following with Quad Draw Tool will lead to 2 different results (directions/orientation).

 

face_direction.gif

 

("Reorder Vertices" made it more worse in my tests, so don't expect it to help.)

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Message 5 of 14

Michael_Todd
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Alumni

NO, the underlying winding order of the faces that Seexpr and ptex uses to evaluate the U and V directions is not easy to address in the mesh, but you paint maps with groomable splines and switch primitive types

 

Groomable Splines:

 

GSplines.png

 

Cards

 

GCards.png

 

Archives

 

GArchives.png

 

When you switch types, you won't be able to make changes to the groom spline as only splines can be 'groomed' but you can just switxh back to splines to make cahnges and then switch back. Xgen willl remember the settings for each type as you switch.

 

Cards will need to be adjusted as XGen uses the cneter point of the cards as the pivot, not the base. You'll need to adjust the offset and length to compensate.

 

Cheers

 



Michael Todd

XGen Product Owner and Designer

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Message 6 of 14

mspeer
Consultant
Consultant

Hi!

 

@Michael_Todd , sorry i was not clear with my response.

This was not meant as a solution but more to give an idea that there is more than just the Vertex Position and the Normals that has influence on the final structure. Maybe it was not the best way to show this.

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Message 7 of 14

Michael_Todd
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I know, that's why I showed that you can use the groomable splines to paint maps that can be used to drive tilt U and V and have those maps drive other primitive types. 

 

Seexpr and ptex are very particular when it comes to topology.



Michael Todd

XGen Product Owner and Designer

Message 8 of 14

dangertaz1
Advocate
Advocate

I have tried grooming the splines with the orientation brush.  The splines look perfect across all faces. I switch them to archives and they are still misaligned.  I am attaching a simple scene which shows this.  Is there a step I am missing?

Capture.PNG

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Message 9 of 14

mspeer
Consultant
Consultant

Hi!

 

Set Tilt to 0.

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Message 10 of 14

dangertaz1
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Advocate

I have set the tilt to zero.  I still have the issue.  Imagine adding scales to a fish.  The scales should remain parallel with each other across multiple faces.  I believe I am following the suggested workflow by substituting groom-able splines and switching to my archive.  My archive doesn't seem to care about the orientation of the the previous splines.  Please watch the screencast.....maybe I forgot a step?

 

 

 

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Message 11 of 14

Michael_Todd
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Accepted solution

It's important to keep in mind the orientation of the object to be exported as an archive. To have it align correctly in XGen, it needs to be aligned in the original scene, with it's pivot at a good location for it to be transformed around as an archive object. 

 

In this video, I aligned this feather along Y so that it aligns with the tilt values in the maps derived from the groomable splines:

 

Make sure to freeze transforms on the object before exporting an archive.  Any transforms will cause offsets of the object in the XGen scene. I notice that in your screengrab above, you're not using the maps from the groomable spline description to drive the parameters of the objects. This is why you're still seeing the flipping of the objects on different faces.
 
GroomDrivenArchives.png
 
I set the width to 1 to override the width value from the splines but you might want to use the width from the maps to create variation (you can edit the expression to add a multiplier or random values or both)
 
Cheers
 


Michael Todd

XGen Product Owner and Designer

Message 12 of 14

dangertaz1
Advocate
Advocate

Thank you so much for the screencast!  I am solved Smiley LOL

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Message 13 of 14

Anonymous
Not applicable

thnku my problem solve too

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Message 14 of 14

Anonymous
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hy 

after using the the same method i still facing orientation problem, and they not are following directionCapture.PNGCapture1.PNG

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