This was super helpful, thank you very much. I'm not yet at the part in my project where I will be importing my character with its groom, but it's nice to know that this option exists and that you have offered such a detailed description on how to do it.
Hello Mr. Halpin, Love the tutorial , could you please make a follow up tutorial for the updated 4.25.1 because they changed the place of the Niagara dynamic settings . it would help alot . Thanks .
@@thomashalpin3200 its all good we all bring something different to the table. I didn't realize you could bring in the animation like that without using the sequencer pretty dope.
Bwahahahaha what a coincidence I was looking for fur in Unreal for my show and I found you. Your old sensei truly. Gary. Amazing tutorial , I’m so proud of you.
Hello! Great tutorial, really helpful. But I have a question. Do you know if it works with morph targets? I would like to create a face rig and add eyebrows, beard and maybe peach fuzz. :D Thanks!
While I have not tried it personally, I have heard of people getting it to work. I'd imagine since you're binding the groom to the mesh it should work!
Thanks for sharing! I have had issues getting the hair to stay on the mesh during animation. It just flies off in space somewhere. But I also drag the groom into the scene and parenting under the rig. I’m going to try adding it as a component instead like you showed and hope that works. Also know that unreal also brings in the grooms mirrored in -1x. And changing it during import will cause the shading to be invisible so you have to flip the groom in maya and freeze transforms first.
I forgot to mention the mirrored effect. Should definitely bring that up with Epic. The latest update. 4.24.3 did help with a few issues. The groom flying off, I found that if you make the groom on the character not on their original pose it breaks it in Unreal. Try building the groom on your character zeroed out and if they have an original pose, try that. Just a quick and dirty to see what works. Also don’t forget after adding the groom to your character in Unreal to Bind to Skeletal Mesh. If you are still having problems, feel free to send me a video link to your process and I’ll see if I can help!
4 года назад
@@thomashalpin3200 Hi! Thanks a lot for the tutorial! I just have a problem with mirroring the groom, I can set the scate to -1 in maya, but when I freeze transforms it just reverts back to normal, what am I doing wrong?
Hiya Thomas, great tutorial! have you by any chance had a look at the new chaos cloth setup?i cant seem to find much info on what exactly is new there?cheers!
I followed the steps and got the hair to follow the mesh inside Maya, however, when I import the abc file into Unreal Engine 4-26, the hair doesn't follow any skeletal animation. I'll pay for any help :(
It looks cool, but i wonder if it´s not going to be FPS consuming... imagine 500 humans with twousands of alembic hairs in a UE4 scene.... i´m not sure if there is some culling method applicable in this hair technic, to reduce them when camera is too far... also i don´t think is considering this hairs as production ready yet.... also, what happens if ou don´t want haris, but feathers?
Hi Thomas thanks so much for the great tutorial! I was wondering, as there is no Groom Asset System in 4.26, is there a way around this? Something to use instead?
Great tutorial, really helped me out a lot so far! I only have one problem with the hairs not binding to the arms/legs correctly. It actually does great on the torso & head, so it is kinda strange. Could you maybe help met out with that? Do you have an e-mailadress that I can send my example video to? Thanks in advance!
I can think of two possible reasons. Check to make sure your character in Unreal is the same pose as how you put the hair on in Maya. If you bring in the character, then zero everything out it can cause issues. Also the hair comes in flipped on the X, so if your character isn't symmetrical it won't work. I hope this helps
Hi! Thanks for the tutorial! i have a question, how would you add color variation to your groom in unreal? for example if you wanted to add a grey strand, or grey hairs, im looking forward to make this but i cant find anything online :( Thanks!
Unfortunately I've only gotten it to work on simple flat surfaces. Once it's on complex geometry it seems to scramble the UVs and the colors will appear randomly. I think future updates will fix this.
Hi Thomas, thanks for the video! I have a question if you are able to answer. I exported my ZBrush fibermesh as guides for xgen and it looks good so far. I'm wondering how I would finalize the guides to geo and bind them to the skin before export to Unreal.
I have come across this and it can be very annoying. The only way I found a way around this was to was to make the character was combined together. Then instead of making a hair cap to grow the hair, I had to make the groom on the entire body. Then work in reverse and erase the hair where I didn't want it. That seemed to work
UPS... but why hair looks horrible after Bind Groom to skeletal mesh? it even created holes and now hair looks different, pretty bad? maybe ther is a stting to lower the binding values.
Daniele Bruncent from what I can tell this is still very much a beta feature and random things can go wrong. Every mesh I’ve used has different problems. The only way to try and fix them is by playing around. It’s a bit unpredictable right now
Hi. What if I have a deformer applied to the body, such as morph on the face and other areas of the extremities? When importing everything with the steps of the video, the FBX body is not imported with the morphs although I activated the morphs in the export of the FBX.
This is super helpful. When I put my hair on a static mesh, it looks perfect. If I put it on an animated skeletal mesh and apply the niagara hair asset, it goes completely bonkers and spazzes out on me. Any idea what I am doing wrong?
thanks for sharing. have you tried the latest Unreal 4.25 preview 6 and now 7? hair simulation seems to be broken.. have you found a workaround for doing hair simes on 4.25 preview 7? thanks
Hello! Thanks a lot for the tutorial!! I have been doing 3D for a while but nothing in Unreal / realtime. What can you recommend to learn more about the character side? For example: how to make / import facial blendshapes, how to set up a rig for more complex deformations (shoulders etc.), How to set up the eyes and related shaders etc. Many questions :)
A Quick and clean tutorial this is! ! can i ask some question? 1. Have you ever used the cache of hair animationed in maya or houdini? i wonder if it's possible to retime the baked sim of hair in sequencer.because alembic can be.. 2. I could only find the tuts attaching hair to skeletal mesh in the level editor , if i want to apply the hair setting to all animation,should i use the blueprint? or is there any way to set hair in the mesh editor? thank you~!
I was working on a desktop with a Nvidia 1080 with 8gb of ram and it was working just fine. The specs don’t have to be crazy. If you find that things are moving slow, just reduce the hair count. No need to go out and buy an expensive rig!
Has anybody had any issues with the groom not being lined up with their character? For some reason every time I import it things seem to have moved a bit, like the fur isn't lined up vertically or laterally no matter what I do with the bind asset or import settings. Almost like the interpretation of the groom import had moved the guide hairs
Thank you for the tutorial! Have you ever tried importing multiple grooms on one skeletal mesh? I have a problem that only one groom was binding to the mesh, the rest weren't attached.
just a question of clarification: is the model already rigged and skinned with a bone system? if so, how is the hair attached (or is it) in Maya? should the xgen be rigged to the skeleton as well, parented, etc.? was that the point of duplicating the mesh and transferring the description to the duplicate? let me know! great stuff.
Amazing tutorial, thank you so much!! But this tech doesnt seem game friendly at all, would it be possible to simulate physics with haircards instead of simulated grooms? Keep it up with the tuts ^-^
I haven't yet found a way to get this onto hair cards. I don't think it will be game ready for a few more versions. I think it is in here for people to experiment and give their feedback until it is ready
Simply awesome! This is a feature I've been waiting for for several years and you've shown me how easy it is to set up! :D I have one question, though. Everything works fine as long as I just put in the groom. But when I add Niagara instead of taking the groom and simulating that a second set of hairs with much thicker hair planes grows on top of that, whose thickness and/or color I can't control. Does that happen to you as well? If so, do you know how to change or at least control that?
How are you. Very good tutorial. I did the example but applied from 3ds max. Everything went well, the hair is anchored to the body but what has not come out and I do not know why is that the hair is static anchored to the body. It deforms very well along with the body but does not have a physics applied. The hair never moved with gravity as in your example. Any suggestion? I didn't see you trigger something extra beyond NIA and GROOM. Within the groom settings in the image, there is a box to mark physics but when you apply that, the hair falls all the way to infinity as it will weigh a ton and disappears at infinity.
This was extremely helpful. I have a question though, for some reason it comes in invisible. When I make a material in unreal or even use the default, it wont show up. If I select the character/groom, I see the yellow outline of the hair, so I know it's there. But once I deselect it, it turns invisible again.
Sounds like the width wasn't written. Try re-exporting and make sure write width is checked. Off the top of my head that's what I think. Maybe look at the unreal material and see if two sides is turned on
@@thomashalpin3200 You are amazing. I didnt have the width thing checked. I also noticed I can just make CV curves that will function directly as hair if I save them as the Alembic. They only come in 1:1 though, so I would need to make a ton of curves to get alot of hair. Is there a way you know of you have Unreal populate hair patches from curves instead of wrestling with Xgen?
Anyone know how to toggle it on/off for performance? I've tried destroying the niagara component, which works to turn it off, but then adding another niagara causes the hair to reappear in the middle of the model or fly off the head. Pausing simulation makes it fly off the head. Even having two separate grooms, one with niagara and one without, doesn't work. I'm going crazy here lmao
Hello. I've been trying the hair in UE4 and I'm getting very nice results. However, when I compile, or play in a stand-alone player, the game crashes. Have you tried compiling this into a game? Did it work?
I have not tried compiling it into a standalone game. I unfortunately cannot help you there. Maybe try reducing the hair amount even more. Best of luck!
@@thomashalpin3200 hello and thanks for the answer. Actually, the next day after posting this I tried again. The error I get is related to the physics asset on the character, so I decided to remove it (directly from the prefab asset), and the game compiles just fine. I'm guessing it has something to do with the physics asset, but I'm trying to see if more people have this issue. My hair model is pretty simple. Just a hair cap with hair straight up (it was just for testing purposes).
im testing this abc from yeti to unreal , all fine but , since cant change density in unreal , have to export from yeti using the scatter , if need more scatter for more density , then just crash........ someone have same experience?
you might want to put a video on how you got the hair in the first place. If you just do the normal hair it will not work in Unreal. The Niagra part does not do what it should.
so once you have brought your grooms in right click them and then go to Bind Asset, in the pop up assign the skele. Then when youre in the Groom component you add the groom and then the bind asset youve created.
It’s very much the same. Take the description of your groom and transfer it to the duplicate mesh. You should still get a compressed version of your groom. Export that out as an alembic. From there everything should be the same
Rita I have seen it, but have yet to be successful for it myself, I’ll might do an updated tutorial when 4.26 comes out and see if I can get it in there
This was super helpful, thank you very much.
I'm not yet at the part in my project where I will be importing my character with its groom, but it's nice to know that this option exists and that you have offered such a detailed description on how to do it.
Hello Mr. Halpin,
Love the tutorial , could you please make a follow up tutorial for the updated 4.25.1 because they changed the place of the Niagara dynamic settings .
it would help alot .
Thanks .
Thanks so much Thomas! This tutorial was exactly what I've been looking for!
Glad it could be some help for you!
2024 and still helpful. Thanks man nice concise tutorial
Is there any way to do this in Unreal engine 5? Now it wants a binding asset and wont allow me to simply bind to skeletal mesh.
Waitied for this tutorial for eternity!!
Thanks alot!!!
Glad you liked it! Hope you were able to create something awesome!
So glad I no longer need to manually place haircards just create the hair using Xgen.
yes, its so good, what a joy!!
Good stuff I just did a similar tutorial but coming from C4D to UE4
I saw it! Yours was a lot more detailed
@@thomashalpin3200 its all good we all bring something different to the table. I didn't realize you could bring in the animation like that without using the sequencer pretty dope.
Hello, I`m trying to bind the hair to a character in UE5 but just can`t find out how....
did you succes ? i am looking for it too. thank you
This was EXACTLY what I needed! I wasted so much time on so many other tutorials, and all I needed was this one. SMH, thank you.
Simply brillian, thanks for sharing, about to wrap up a character and add Xgen and will render it in Unreal, this is very useful.
Crazy
We live in a crazy time dude! Currently trying to find all the ways I can break this and then fix it.
Hell Yes Thomas. This was great! Thank you.
Bwahahahaha what a coincidence I was looking for fur in Unreal for my show and I found you. Your old sensei truly. Gary. Amazing tutorial , I’m so proud of you.
Holy shit! I need to sculpt an animal asap... This works way better than I expected.
Thanks for this sir. I hope there's a lot of Senior to create tutorials haha for the future
wow really helpfully ! thx thomas!hope u make more tutorial really like it!
This is such a great tutorial
Hello! Great tutorial, really helpful. But I have a question. Do you know if it works with morph targets? I would like to create a face rig and add eyebrows, beard and maybe peach fuzz. :D Thanks!
While I have not tried it personally, I have heard of people getting it to work. I'd imagine since you're binding the groom to the mesh it should work!
morph target didnt move the groom for me.
very good.
nice teaching style.
Thank you, great tutorial!!
Happy to hear you liked it! If you have any questions, let me know!
Thanks for sharing! I have had issues getting the hair to stay on the mesh during animation. It just flies off in space somewhere. But I also drag the groom into the scene and parenting under the rig. I’m going to try adding it as a component instead like you showed and hope that works.
Also know that unreal also brings in the grooms mirrored in -1x. And changing it during import will cause the shading to be invisible so you have to flip the groom in maya and freeze transforms first.
I forgot to mention the mirrored effect. Should definitely bring that up with Epic. The latest update. 4.24.3 did help with a few issues. The groom flying off, I found that if you make the groom on the character not on their original pose it breaks it in Unreal. Try building the groom on your character zeroed out and if they have an original pose, try that. Just a quick and dirty to see what works. Also don’t forget after adding the groom to your character in Unreal to Bind to Skeletal Mesh. If you are still having problems, feel free to send me a video link to your process and I’ll see if I can help!
@@thomashalpin3200 Hi! Thanks a lot for the tutorial! I just have a problem with mirroring the groom, I can set the scate to -1 in maya, but when I freeze transforms it just reverts back to normal, what am I doing wrong?
Hiya Thomas, great tutorial! have you by any chance had a look at the new chaos cloth setup?i cant seem to find much info on what exactly is new there?cheers!
I haven't had a chance to look at it yet! If you see anything on it let me know!
I followed the steps and got the hair to follow the mesh inside Maya, however, when I import the abc file into Unreal Engine 4-26, the hair doesn't follow any skeletal animation. I'll pay for any help :(
4.26 is a different set up in Unreal unfortunately
It looks cool, but i wonder if it´s not going to be FPS consuming... imagine 500 humans with twousands of alembic hairs in a UE4 scene.... i´m not sure if there is some culling method applicable in this hair technic, to reduce them when camera is too far... also i don´t think is considering this hairs as production ready yet.... also, what happens if ou don´t want haris, but feathers?
Awesome!!!!! Thanks man!! great content
Hi Thomas thanks so much for the great tutorial! I was wondering, as there is no Groom Asset System in 4.26, is there a way around this? Something to use instead?
Hey so did you find a way? I was going to do this tutorial
Unreal Xgen hair interacts with morphtargets? (BlendShapes)?
groom asset doesnt exist in 4.26 :(
You gotta enable it in your plugins
thank you :) this is really helpful
Great tutorial, really helped me out a lot so far! I only have one problem with the hairs not binding to the arms/legs correctly. It actually does great on the torso & head, so it is kinda strange. Could you maybe help met out with that? Do you have an e-mailadress that I can send my example video to? Thanks in advance!
I can think of two possible reasons. Check to make sure your character in Unreal is the same pose as how you put the hair on in Maya. If you bring in the character, then zero everything out it can cause issues. Also the hair comes in flipped on the X, so if your character isn't symmetrical it won't work. I hope this helps
Hi! Thanks for the tutorial! i have a question, how would you add color variation to your groom in unreal? for example if you wanted to add a grey strand, or grey hairs, im looking forward to make this but i cant find anything online :( Thanks!
Unfortunately I've only gotten it to work on simple flat surfaces. Once it's on complex geometry it seems to scramble the UVs and the colors will appear randomly. I think future updates will fix this.
Maybe this could point you in the right direction: www.artstation.com/chironamo/blog/38RA/ue424-new-featurerealistic-hair-in-real-time
Cool. Do you know how to bind the groom to an animated alembic.abc file?
This process really shouldn't be that complicated, but it is... Anyway, thank you for the video it was informative.
For some reason the hair material is locked and i can't change it or apply other hair materials to other hair groups, it is a UE5 bug?
it's amazing tut!!! thks a lot
I dont have the transfer option under the descriptions tab. Im using maya 2019. Any ideas about that?
i figured that out? i cant find the transfer too
Hi Thomas, thanks for the video! I have a question if you are able to answer. I exported my ZBrush fibermesh as guides for xgen and it looks good so far. I'm wondering how I would finalize the guides to geo and bind them to the skin before export to Unreal.
When I bind Groom to skeletal mesh, the shader makes the hair transparent or highly reflective. Any ideas? Thanks for the tutorial
I have come across this and it can be very annoying. The only way I found a way around this was to was to make the character was combined together. Then instead of making a hair cap to grow the hair, I had to make the groom on the entire body. Then work in reverse and erase the hair where I didn't want it. That seemed to work
Does this work inside sequencer? Also, can the hair sim values be adjusted in Niagara?
Any idea why the collisions are not working? I do have colliders on my model but for some reason the hair seems to completely ignore it
UPS... but why hair looks horrible after Bind Groom to skeletal mesh? it even created holes and now hair looks different, pretty bad? maybe ther is a stting to lower the binding values.
Daniele Bruncent from what I can tell this is still very much a beta feature and random things can go wrong. Every mesh I’ve used has different problems. The only way to try and fix them is by playing around. It’s a bit unpredictable right now
Thanks. Very usefull!
Hi. What if I have a deformer applied to the body, such as morph on the face and other areas of the extremities? When importing everything with the steps of the video, the FBX body is not imported with the morphs although I activated the morphs in the export of the FBX.
This is super helpful. When I put my hair on a static mesh, it looks perfect. If I put it on an animated skeletal mesh and apply the niagara hair asset, it goes completely bonkers and spazzes out on me. Any idea what I am doing wrong?
Keeps crashing when I bind to character. Any idea?
thanks for sharing. have you tried the latest Unreal 4.25 preview 6 and now 7? hair simulation seems to be broken.. have you found a workaround for doing hair simes on 4.25 preview 7?
thanks
For now I'm waiting on the official release, these previews keep on breaking when it comes to hair physics. So hopefully it will be fixed soon
Thank you Thomas...👍🏻
Hello! Thanks a lot for the tutorial!! I have been doing 3D for a while but nothing in Unreal / realtime. What can you recommend to learn more about the character side? For example: how to make / import facial blendshapes, how to set up a rig for more complex deformations (shoulders etc.), How to set up the eyes and related shaders etc. Many questions :)
thanks for sharing. cant you export the original groom with the modifiers on? like clumps noise n etc, it works for me.
I've had inconsistent results when not combining it all together
Awesome tutorial ,
when I add the Niagara system ,
it adds a low poly-hair to my original hair , do you have any idea where can that happen ?!
Click on niagara system and uncheck visible in the detail panel... Does that help?
@@thomashalpin3200 Thanks
A Quick and clean tutorial this is! !
can i ask some question?
1. Have you ever used the cache of hair animationed in maya or houdini? i wonder if it's possible to retime the baked sim of hair in sequencer.because alembic can be..
2. I could only find the tuts attaching hair to skeletal mesh in the level editor , if i want to apply the hair setting to all animation,should i use the blueprint?
or is there any way to set hair in the mesh editor?
thank you~!
so did it work? having same problem here
Hi do you know how to setup the groom material in Unreal engine so it takes the diffuse texture of the mesh as its color ?
Thanks alot sir,
I just Want know what are the minimum requirments for a laptop or work station to do that
Thanks in advance
I was working on a desktop with a Nvidia 1080 with 8gb of ram and it was working just fine. The specs don’t have to be crazy. If you find that things are moving slow, just reduce the hair count. No need to go out and buy an expensive rig!
great video
Thank You! I'm glad you liked it!
0:08 wow really photo real beard and hair
Has anybody had any issues with the groom not being lined up with their character? For some reason every time I import it things seem to have moved a bit, like the fur isn't lined up vertically or laterally no matter what I do with the bind asset or import settings. Almost like the interpretation of the groom import had moved the guide hairs
Thank you for the tutorial! Have you ever tried importing multiple grooms on one skeletal mesh? I have a problem that only one groom was binding to the mesh, the rest weren't attached.
my man you deserve 300 k subs
Is it possible to make long braid by Xgen in maya ?
Thanks for this!
Thanks Thomas!
My hair from XGen in Maya 2020 seems to be importing reversed/ flipped from right to left..
any idea why ?
just a question of clarification: is the model already rigged and skinned with a bone system? if so, how is the hair attached (or is it) in Maya? should the xgen be rigged to the skeleton as well, parented, etc.? was that the point of duplicating the mesh and transferring the description to the duplicate? let me know! great stuff.
do you need to simulate the hair animation on xgen ? or it will be simmulated automaticly in unreal engine ?
Thank You Thomas!
Amazing tutorial, thank you so much!! But this tech doesnt seem game friendly at all, would it be possible to simulate physics with haircards instead of simulated grooms? Keep it up with the tuts ^-^
I haven't yet found a way to get this onto hair cards. I don't think it will be game ready for a few more versions. I think it is in here for people to experiment and give their feedback until it is ready
Simply awesome! This is a feature I've been waiting for for several years and you've shown me how easy it is to set up! :D
I have one question, though. Everything works fine as long as I just put in the groom. But when I add Niagara instead of taking the groom and simulating that a second set of hairs with much thicker hair planes grows on top of that, whose thickness and/or color I can't control. Does that happen to you as well? If so, do you know how to change or at least control that?
It's the Niagara Particles, to get rid of them turn off the Niagara visibility
how can i get "Ablembic Groom Importe" Plugins for unreal.
could any one help me...
It’s in every version from 4.24 and up
@@thomashalpin3200 thank you, i got it. but may hair did not simulate after adding niagara. would you help me to do this
@@d3-010 make sure Niagara is also checked. Depending on the version things may be in different places
Thank you for your information, it works but it can not shows in viewport because of my GPU.
thanks so much!!!
How are you. Very good tutorial. I did the example but applied from 3ds max. Everything went well, the hair is anchored to the body but what has not come out and I do not know why is that the hair is static anchored to the body. It deforms very well along with the body but does not have a physics applied. The hair never moved with gravity as in your example. Any suggestion? I didn't see you trigger something extra beyond NIA and GROOM. Within the groom settings in the image, there is a box to mark physics but when you apply that, the hair falls all the way to infinity as it will weigh a ton and disappears at infinity.
This was extremely helpful. I have a question though, for some reason it comes in invisible. When I make a material in unreal or even use the default, it wont show up. If I select the character/groom, I see the yellow outline of the hair, so I know it's there. But once I deselect it, it turns invisible again.
Sounds like the width wasn't written. Try re-exporting and make sure write width is checked. Off the top of my head that's what I think. Maybe look at the unreal material and see if two sides is turned on
@@thomashalpin3200 You are amazing. I didnt have the width thing checked.
I also noticed I can just make CV curves that will function directly as hair if I save them as the Alembic. They only come in 1:1 though, so I would need to make a ton of curves to get alot of hair. Is there a way you know of you have Unreal populate hair patches from curves instead of wrestling with Xgen?
@@sarevok6 I haven't tried populating hair inside of unreal through curves. I just work inside of maya
Is it possible to replace the traditional way of making game hair? No more hair card?
It's well on its way! Not quite there, but maybe in the next few updates it will!
2024 and still so relevant
Anyone know how to toggle it on/off for performance? I've tried destroying the niagara component, which works to turn it off, but then adding another niagara causes the hair to reappear in the middle of the model or fly off the head. Pausing simulation makes it fly off the head. Even having two separate grooms, one with niagara and one without, doesn't work. I'm going crazy here lmao
can you change the color of the hair
Hello. I've been trying the hair in UE4 and I'm getting very nice results. However, when I compile, or play in a stand-alone player, the game crashes. Have you tried compiling this into a game? Did it work?
I have not tried compiling it into a standalone game. I unfortunately cannot help you there. Maybe try reducing the hair amount even more. Best of luck!
@@thomashalpin3200 hello and thanks for the answer. Actually, the next day after posting this I tried again. The error I get is related to the physics asset on the character, so I decided to remove it (directly from the prefab asset), and the game compiles just fine. I'm guessing it has something to do with the physics asset, but I'm trying to see if more people have this issue.
My hair model is pretty simple. Just a hair cap with hair straight up (it was just for testing purposes).
im testing this abc from yeti to unreal , all fine but , since cant change density in unreal , have to export from yeti using the scatter , if need more scatter for more density , then just crash........ someone have same experience?
Depending on your rig you can only put so many hairs in Unreal. If it's too much it might be crashing it
When I try to "Add component" to my mesh, it can't find may fur name...at 4:00, not sure why
My bad, I should select the skeletal mesh component first just as you did first then add Groom. Thanks a lot!
Hi, May I know if this is performance heavy?
Yes, very performance heavy
why do you have to duplicate the mesh?
Ecellent.
thanks
I hope you got something out of it!
It's helped me lot... I was just waiting for that
how do in ue 5?
Now we need games that use Niagara hair, tired of poly hair
I feel ya
you might want to put a video on how you got the hair in the first place. If you just do the normal hair it will not work in Unreal. The Niagra part does not do what it should.
What version of UE4?
4.24 and up has this feature
Seems this is already out of date, which is a shame, as its a good tute. Appears Epic is pretty keen to wipe the slate clean when updating :/
so once you have brought your grooms in right click them and then go to Bind Asset, in the pop up assign the skele. Then when youre in the Groom component you add the groom and then the bind asset youve created.
how to export other xgen method
It’s very much the same. Take the description of your groom and transfer it to the duplicate mesh. You should still get a compressed version of your groom. Export that out as an alembic. From there everything should be the same
It's really wonder bro
Framerate is terrible by using Groom....
Thanks so much Thomas! This tutorial was exactly what I've been looking for!
Thanks)
I can export the texture of the hair in the unreal engine?
I have a striped cat, and the fur is carried with standard material(
Rita I have seen it, but have yet to be successful for it myself, I’ll might do an updated tutorial when 4.26 comes out and see if I can get it in there