Importing Feathers to Unreal Engine

 
 
 
Posted by:Ela088
Data created:8 January 2023

Hi, I've crated a feather in Maya using the propagation operator. In a new scene, I created a groom on the bird model and added my imported feather as a reference strand using the Scatter operator. The groom in question only has 8 feathers and I was happy with the result.

Now I have two problems: first, when trying to export my groom as an .abc, only one single feather (strand zero) gets exported. I would like to export all 8 feathers but can't figure out how to do this correctly.

To export the alembic, I selected the operator at the very top of the stack (feathergroomShape), then Export Selection. I selected Ornatrix Alembic format. I have selected all components on the options list except Velocities. I also have selected Unreal Engine Export. 

If I try to import the Alembic to a fresh Maya scene, I only get one feather, so this tells me the problem is with the exporting and not with the import in Unreal.

 

My second issue is inside Unreal Engine. It seems I can only enable dynamics for the barbs and not the feather shaft. The feather shaft disappears if I try. I honestly wasn't expecting it to work at all, as in my understanding, the right way to import feathers to Unreal is doing it with two separate grooms- one for all the feather shafts, another for all the feather barbs.

Is there a way I can export the feathers correctly?

Also how can I split my feather groom so I can export all the shafts in one alembic and all the barbs in another? 

 

Would really appreciate help with this...  Thank you.

 

Hi,

Regarding the Alembic issue, so you get any error or warning in the script editor while exporting or importing it? 
Please send me the scene and I will look into those Issues. 

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi! No, I don't get any errors on export or import anywhere.

Here I am attaching the scene, which has more grooms on the bird- no work of art. The groom is the tail one with the fluffy looking feathers. I am also attaching the scene with the fluffy feather and a screenshot of what the imported groom looks like inside Unreal. I find it interesting that Unreal displays the groom has 8 strands but only one guide. As I mentioned, importing the alembic into Maya also only displays one feather.

Thanks so much for having a look!


Attached Files:
Image 1
>0xTesting_12_Chicken8.mb (3331216 bytes), >fluffyFeather.mb (59924 bytes),

Hello... I know we all have busy lives but I'm wondering if you've had a chance to look at this? 

thanks

Hi,

Are you on the latest build of Ornatrix? I can't reproduce this issue. I can export as Ornatrix Alembic and import them back with all the strands. This is the original VS the Alembic version:

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Tried with both, Ornatrix 3 and the beta:

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you! I was not using the latest (now I am) but what was causing the single feather export was that I had "Use Render Version" checked on my settings, which is unchecked in your post. Unchecking it allowed me to export all feathers. That's an improvement.

In Unreal my dynamics are applied to both feather shafts and feather barbs, but unfortunately the barbs don't follow the movement of the shafts. Each strand group moves independently, so I have floating feather barbs and the shafts that sink on their own. I have attached an image, hopefully that makes things easier to understand.

Is there a setting somewhere to make the propagated strands (the barbs) remain attached to the shafts?

Thanks


Attached Files:
Image 1