xGen to Unreal Script – Export custom Metahumans grooms from Maya xGen to UnrealEngine5 in Alembic

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hi guys welcome to my video and I will show you how I export my exchange hair to Unreal Engine 5 using my script first of all let me show you how official documentation of Unreal Engine describes this process they say that first you need to convert your exchange descriptions to interactive groom then expert and re-import it back to Maya to assign all the necessary attributes for alembic file which will be later used in Unreal Engine what my script does it's actually consists of the patterns which replicate all the steps described in unreal engines documentation and automate the process to start the script just go over to the script editor and drag the script into the python tab select everything and press the play button you can also install the script into your shelf by holding Ctrl key and dragging it into the Shelf to use this script first select the head mesh of your character I'm using metahuman's head this one to assign the UV Roots attributes to your groom select the descriptions script automatically detects The Exchange descriptions that you have in your file and convert them to interactives groom the next step is to rebuild our Interactive Group it smoothest thus hair spline without adding additional CV points after that we are creating guides to assign guide attributes the script converts exchange guides to Curves and then export it with our alembic file the next step is to process our descriptions it's the step where we're exporting our interactive Grooms and importing them back to Maya as nerd curves as you can see after some time we are imported back our groom as nurb curves and now we are ready to assign UV attributes the next step is to assign groups to our groom we will just assign different IDs to different descriptions and it will assign different groups to our room and we are ready to do the final expert now let's bring our groom to Unreal Engine 5. please first make sure that you have this plugins installed which is Olympic room importer and groom now just bring your groom into the Unreal Engine depending on your myosin settings you would need to apply transform values for your groom during the import process these are my values you can copy it and test for yourself the next thing what we should do is to create the binding for a group right click on the groom asset and create binding select the face mesh of your meta human and push create and Save now we will assign this our custom room to our meta human just go to the hair component and plug our new groom and it's binding assets to our meta human and press compile and Save you can also change the material for your groom by assigning it here let me quickly show the settings for our groom asset here you can see that in the physics tab we have two groups which we assigned with our ID attribute and we can enable simulation only for one of them we can also change the heroids for only for one group or we can change the hair tip scale and other settings are available available for us to change in the steps thank you for watching guys and I hope my script will save you a lot of time please feel free to ask me questions in the comments below
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Channel: Realtime Hair
Views: 19,698
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Id: D6cGNg65QqA
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Length: 5min 35sec (335 seconds)
Published: Tue Feb 28 2023
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