Hey, this is even older, but I'm facing the exact same issue as op, but I do have a static version of my geometry where I generated the guides, the deform nodes is fed the guides in his Groom data input, and the animated geo in the Animated skin input but the problem very much occurs with either Cut or Adjust length nodes within the hairgen.
I've simplified my network so you can see the basics of the setup ;
Geo's are hidden (WIP, can't show/share it as of now) but you can see the guides, deform and hairgen.
I've been looking around for a solution but no luck so far.
Let's say your pipeline consists of an alembic animated mesh and a static one to grow your guides onto, the deform links with the animated one and the hairgen follows that, correct ? Well it seems pretty straightforward until I used "guidegroom" type nodes within the hairgen (like cut or adjust length), and all of a sudden my groom doesn't follow the deform anymore and just stays put.
Scratching my head as to why, and while doing so I've been told I should export my groom (I assume the hairgen primitives/curves/please refer to the correct houdini name for them Idk) as alembic or .bgeo and deform/sim with those ?
So, my questions are : - Why are "guidegroom" types nodes breaking the deform/sim ? - Could you explain/point me to some ressource the details of the workflow to export/import groom as curves/alembic/.bgeo and use them for simulation ? (with an animated mesh to stick to)
I'm completely out of clue on how to fix this at this stage, ressources dealing with simulation purposes are pretty rare to non-existent online so any advice would be greatly appreciated, thanks !
So, I'm currently working out how to add a fur system to an animated alembic file imported (animated in) Maya. This is to debunk the workflow we'll be using on my graduation project, and all rigging and animation will be done on Maya, but grooming (including sim) on Houdini.
So far, I've got a basic boucing sphere to test things out exported from Maya both as a simple .OBJ geo, and as an animated .abc (alembic) cache. The setup seems to be “working”, but somehow, the hairgen seems to generate on each individual faces of the animated sphere, when it doesn't on the static mesh.
Is there anything specific that needs to be done in order to apply properly the deformation and sim nodes to an alembic ?
Any tips, ideas or suggestion would be greatly appreciated ! Thanks.