Combining Hair and MoGraph in Cineversity Brand ID: Generate Hair on Selected Clones

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Instructor Ranger&Fox

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  • Duration: 05:21
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  • Made with Release: 18
  • Works with Release: 18 and greater

Integrating the hair system with the mograph cloner via a connect object, then adding a mograph selection to turn off some clones.

Continuing on from the previous lesson, we’ll now integrate our hair object with the new geometry we have created with the mograph cloner. The mograph cloner will now be added to a connect object to be able to give the hair object clean geometry to generate onto. Using the mograph selection tool, we will select some key edges to be turned off on this object, then using the r18 feature, ‘hide selection’ will automatically hide the selected clones from the cloner, leaving us with a hair that is only partially covering the object.

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Transcript

Hi, this is Brett Morris, and in this video, we're going to use our connect object to give our hair object clean geometry then create a MoGraph selection to apply our hair system to. So let's start by creating a connect object, and if we add our cloner to the connect object, we can see that it changes color back to the default gray, and what's happening is if we make this connect object editable by either clicking up here or C, it converts anything that was a child to it to a single piece of geometry. Now, we don't need to make that editable. It's actually generating that geometry as we speak. We have the option to create geometry from the connect at any point but this actually allows us to keep all of our cloners or anything that we use as a child live but know that we're working with clean geometry at the top so it's really helpful on the situation because we don't know exactly what we want to create or achieve with our hair system. This is just a good way to know that we can still keep all of our MoGraph information live but know that we can feed clean geometry into the hair object. Let's take our hair object, place it below the connect. Objects are evaluated in order. By putting the hair below the connect, we make sure the hair is placed on the result of the connect. And let's add the connect to the link, and when we turn it on, we've now got hair being generated along all of the cubes. So, what we'd like to do now is actually create a MoGraph selection to turn off some of these clones along the edges so that way what we're building towards is two groups, one is gonna be a blue hair and the second group is gonna be a yellow orange hair group, but we're gonna use the selections to activate and deactivate each of these clones. So let's just open up our cloner and if we come up to our MoGraph selection, if we deactivate the connect for this process, we're gonna turn off the hair because the hair is looking for the connect object so if the connect is off, the hair has nothing to generate onto, but this also makes it a little bit easier for us to see because we actually want to make sure that we're selecting these objects so we actually can come over to our cloner and under transform set the display to wait and now that we can see the red icons to indicate where the axis of each of these clones are. With the MoGraph selection still active, we can actually just select, and holding shift, select multiple ones. I'm merely guessing which ones I want to have deactivated for the second group. We can always refine and that's the beauty of this whole process is that we're not locked into specific geometry. We can always go back to our selections to activate and deactivate pieces of geometry from our objects. So I think this selection that I've made is pretty good to start off with keeping in mind we can always amend. I might just create a couple of more. Previously to turn those clones off, we would have to create a plain effector, set the visibility to off, adjust the max value to under 50%, and then add the selection to the fall off, and in the release of R18, we actually have a much easier way of doing that. If we come up to our MoGraph list and hit hide selection, we actually just facilitated all of those steps in one click which makes life a little bit easier when we're trying to do these things quickly. So we can see we actually turned off a series of those clones that we selected. We can still see the edge from the visible play button, and then if we turn off our effector that was created, we can see we can turn those clones on or off. So this is really helpful because now that we have a procedural way of generating hair via this MoGraph system. So if we turn the connect back on, we get our hair, and if we just find a view that indicates that you know, we're not generating any hair on those edges. If we turn the hair selection off, the hairs all bounce around, but you can see if we kind of zoom in here, there's a couple being generated on this edge. If I turn the hide selection on, those hairs disappear and the distribution of hair adjusts accordingly. So, this is just a really easy and procedural way to keep the geometry live but, you know, not lock yourself into any restrictions with geometry creation. Okay. So, in this video, we combined our MoGraph cloner with the hair system and applied additional control with a MoGraph selection. In the next video, we'll duplicate the system, invert the selection to fill the empty edges with an alternate hair system.
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