Hair to Unreal using furball

 
 
 
Posted by:AirbornStudios
Data created:30 November 2020

Hey guys,

 

I am currently testing ornatrix for Unreal Engine. So far so good, i can get it into unreal, UVs are working so it needs way less hassle than with Xgen.

I already have a groom set up with Xgen and would love to convert that to ornatrix. But it seems like that doesnt work with furball?

The workflow usually would be, generate curves from xgen groom, use curves as guides. This works out of the box using Hair From Curves.oxgroom , but not if i create a furball object?

sorry, didnt notice that there are 2 seperate forums here, should be in the maya section.

Hi,

There are two ways to convert xGen hair to Ornatrix:

  1. Converting the xGen object to spline curves as you said, then using Hair from Curves in Ornatrix, finally ground the generated guides to the character.

https://ephere.com/plugins/autodesk/maya/ornatrix/docs/3/Hair_from_NURBS_Curves.html

     2. Exporting either the whole xGen groom or sparse (To use with interpolation) strands to Alembic and then importing them into Ornatrix. They also need to be grounded to the character if you need the UVs of the           mesh.

https://ephere.com/plugins/autodesk/maya/ornatrix/docs/3/Importing_Alembic_hair.html

That being said, what is not working for you?

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

thanks for the reply Jeordanis :)

following the youtube videos out there, i was under the impression i need to start with furball to get data over to Unreal. By now i know i can also just grab assets based on "Hair from curves.oxgroom". this works fine. I get the UVs over and with just exporting vs all the hoops one has to jump through with xgen. So that is pretty nice!

I checked with your method number 2. sadly this doesnt work for me. Well i can import it, but if I export that groom it doesnt get the correct UVs for me. Applying ground strands sadly doesnt change that for me.

 

 

 

another question,

 

is it possible to combine grooms into one alembic file? if i select the assets from outline it does not export, only if i select the upper most operator inside the operator stack. but then i only have this one active operator selected.

 

that was pretty handy with the scripts for xgen, that i could combine grooms of similar lengths into one alembic with UVs, so its not as many seperate groom assets inside Unreal