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

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  • เผยแพร่เมื่อ 20 ก.ย. 2024
  • You can buy the Script here: realtimehair.g...
    The Free Guide to hair in UE realtimehair.g...
    I recommend this channel for more tutorials /‪@AG_Groom‬
    • Xgen to UE5 - Hair Set...
    Follow me on Artstation: www.artstation...
    In this video I'll be showing you how to use my script that automates the export of hair made in XGen Maya to Unreal Engine 5 in Alembic format.
    The xGen2UE Script assigns attributes for alembic file with one click of a button:
    - RootUV attribute
    - Guides Attribute
    - Hair width
    - Group ID (when you need to separate the groom into groups in UE)
    - Automates conversion to Interactive Groom and Generation and reimporting hair curves in the process
    - combines hair splines (NURBS curves) in case the groom is too heavy (has a loot of hair)
    I'll cover topics such as setting up your scene in Maya, installing the scrip, and exporting your hair to Unreal Engine 5.
    Next, I'll show you how to import your hair into Unreal Engine 5 and give you some tips on how to optimize your hair for real-time performance in Unreal Engine 5.
    Script works with Maya 2022, 2023.
    Scripts speeds up the steps described by Epic’s Documentation of how to export xGen hair for UE5 in Alembic file docs.unrealeng...

ความคิดเห็น • 89

  • @realtimehair
    @realtimehair  หลายเดือนก่อน

    Hey guys, though I don't support the script anymore, it still works in Maya 2024/2025. I also would like to refer you to /@AG_Groom - he has awesome videos on hair in UE and how to set up everything. Particularly, how to correctly assign the guides attribute to drive animations (which doesn't work correctly in my script) th-cam.com/video/fw7ZSW4naR0/w-d-xo.htmlsi=f-h7gZ7aQnvTUzjD
    The main features of the export in my script works absolutely fine in new versions (just the issue with guides). And of cource access my Free Groom in UE Guide here realtimehair.gumroad.com/l/sartrq

    • @MrFreyr13
      @MrFreyr13 12 วันที่ผ่านมา

      strange, cant load it in 2025 :(

  • @realtimehair
    @realtimehair  ปีที่แล้ว +6

    Hey guys, I'm closing the chapter on my artist journey to chase something new. I've put together a quick cheat sheet on how to handle Metahuman hair in UE5. Hope it comes in handy for those of you just diving into the subject, and I'm sure it will answer most of your questions. Go download it, its FREE:
    realtimehair.gumroad.com/l/sartrq

    • @topherw
      @topherw ปีที่แล้ว

      I got your cheat sheet, but the product seems to be empty!

    • @realtimehair
      @realtimehair  11 หลายเดือนก่อน +1

      @@topherw yeah sorry, thanks for your comment - I have updated it - please try to download it now

    • @JWPanimation
      @JWPanimation 6 หลายเดือนก่อน +1

      Thanks for this, I bought you a coffee for your trouble. Best to you on your future endeavors.

  • @matteo.grossi
    @matteo.grossi หลายเดือนก่อน +1

    It all works fine BUT once you import it in UE, there's is a vertical offset between the groom and the metahuman head. The groom appears to be higher than the sculp.

  • @antonisfyl
    @antonisfyl ปีที่แล้ว +2

    Finally!! Thank you so much for this!🙏

  • @Mortenlu.kungfu
    @Mortenlu.kungfu ปีที่แล้ว

    Great video. I will definitely try it out once I have the need for Metahumans again 👍

  • @Ante-i6l
    @Ante-i6l 8 หลายเดือนก่อน +1

    My XGen hair goes down a few units after being imported in UE and loaded into my MH, is this expected issue sometimes?
    It happens wether I have binding asset or not and I trying to use the location sliders does nothing.

    • @realtimehair
      @realtimehair  8 หลายเดือนก่อน +1

      It's 2 units on up axis. The issue is happening when you author groom based on metahuman rig exported to maya from the Bridge app. It accounts for 2 units of the flipflops in the scene. And is seen usually when applied to metahumans in UE which were created with clothes inside creator.
      The solutions: 1 - before final export lower the groom curves down 2 units, or 2 - create merahuman in creator without clothes and this issue will not be there.
      And again, epic updates their stuff frequently, so always keep in mind that they may modify something in rigs etc.

  • @andrewgiovannini6613
    @andrewgiovannini6613 11 หลายเดือนก่อน +1

    Tool doesn't seem to work if your groom is already interactive groom. :(

    • @realtimehair
      @realtimehair  11 หลายเดือนก่อน

      you are right, it doesn't work with interactive groom splines

  • @p00psicle
    @p00psicle ปีที่แล้ว +1

    Love it! Well done :)

    • @realtimehair
      @realtimehair  ปีที่แล้ว +1

      Thanks, T! I learned from the best ;)

  • @Kgi-bq2mc
    @Kgi-bq2mc ปีที่แล้ว +1

    I purchased this but its not working. not it has the 2 check boxes in the video

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Hi kgi7072, I'm sorry it didn't work for your project. Feel free to reach out to me for support (with more details about your issue) or request the refund.

  • @LVR999
    @LVR999 9 หลายเดือนก่อน +1

    Hello! When I execute the script it prompts:TypeError: Not enough objects for this command (expected at least 1).Could you please help me solve the problem?

    • @Gup11654
      @Gup11654 8 หลายเดือนก่อน

      Im getting this too and no response, any fixes?

  • @NullZone3D
    @NullZone3D ปีที่แล้ว

    I have followed the steps, in Unreal I get a message that some grups have 0 curves, which object are you selecting when you click on uv att and id att and which one in Final export, in the video they are not shown and maybe I am doing something wrong.

  • @seanyork7730
    @seanyork7730 ปีที่แล้ว +2

    Did you find a fix for the syntax error? I am using Maya 2022.4

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Hi Sean, please check if you add the script into the phyton tab (not MEL), and also have xgen in your scene (not interactive groom splines). Feel free to contact me directly with more information about your scene

  • @animarch3D
    @animarch3D ปีที่แล้ว

    Unreal! how good is this, and also an amazing breakdown. You got a purchase and a Sub out of me.

  • @hanaxbananaTwitch
    @hanaxbananaTwitch ปีที่แล้ว

    Thanks for the tutorial ?? How did you make the red hair streaks & highlights material?

  • @SurferXGhost1293
    @SurferXGhost1293 ปีที่แล้ว

    I would like to see the hair simulation in Unreal.. Just a short animation

  • @tanky88
    @tanky88 ปีที่แล้ว +1

    how do i export simulated hair from xgen Maya to Unreal?

  • @cpsstudios
    @cpsstudios ปีที่แล้ว +1

    Incredible Video!!! Do you know if you can export alembic hair from UE5 to Maya?

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      I think with the help of ornatrix plugin, you can do it, check this video th-cam.com/video/4DMv3BPCGTw/w-d-xo.html
      To be honest, I didn't explore the option to export back to maya yet.

  • @stinaandthewolf
    @stinaandthewolf ปีที่แล้ว

    Thanks. very usefull!

  • @MT-xm6ru
    @MT-xm6ru 4 หลายเดือนก่อน

    Hey there! I'm trying out the script. It does transfer my xgen hair to interactive groom but it fails to do any more steps like rebuild base or create guides.... This is the error message. Do you know why is it happening and how to solve this # File "", line 307, in rebuild_bases
    # AttributeError: 'NoneType' object has no attribute 'bases'

  • @zbrush2928
    @zbrush2928 ปีที่แล้ว

    it's useful,save a lot of time

  • @shashwatkauraw8085
    @shashwatkauraw8085 6 หลายเดือนก่อน

    I made dreadlocks which is not exporting through the script. But if I do without it, it is exporting fine. May I know where am I missing?

    • @realtimehair
      @realtimehair  6 หลายเดือนก่อน

      Hi, it's hard to say where the issue here without more information about your scene setup. Feel free to reach out via email or a platform through which you made the purchase

  • @HmadaMems
    @HmadaMems 2 หลายเดือนก่อน

    Hello Hun, may I know this script work with Maya 2024 or not? thank you

    • @realtimehair
      @realtimehair  หลายเดือนก่อน +1

      It works for me in maya 2024, 2025

  • @TheMotivationalMaster
    @TheMotivationalMaster ปีที่แล้ว +1

    how are you creating xgen hair with the metahuman mesh so messy and triangulated?

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      I download Metahuman characters straight to Maya from the Quixel Bridge application, and it comes in quads

  • @topherw
    @topherw ปีที่แล้ว

    Hello, I am getting an issue on import into Unreal Engine, when I go to create a Groom Binding asset, it will not process and create the Groom Binding...
    LogHairStrands: Error: [Groom] Binding asset could not be built. The target skeletal mesh could be missing UVs.
    LogHairStrands: Error: [Groom] Binding asset could not be built. Some strand roots are not close enough to the target mesh to be projected onto it.
    LogHairStrands: Error: [Groom] The binding asset (TopherHairstyle02_Topher_FaceMesh_Binding) couldn't be built. This binding asset won't be used.

    • @realtimehair
      @realtimehair  8 หลายเดือนก่อน

      My guess is that the groom has the wrong transformation (scale/rotation) values on import, or the export is empty (the width of alembic file was not written, maybe) try to drop the hair in the scene and see if it's visible and have the correct position before creating the binding. Hope this helps

  • @Cloganart
    @Cloganart ปีที่แล้ว

    Hey there!
    Currently experiencing this issue: # Error: ValueError: file line 181: More than one object matches name: xgGuide10
    Happen to know what this could mean? I have multiple Collections and Descriptions in the scene, is there a way to modify to Python code to fit this?
    EDIT: I have solved this issue by simply renaming the duplicate guidenames in the new collection with a suffix after xgGuide

  • @massimilianoperuffo4476
    @massimilianoperuffo4476 2 หลายเดือนก่อน

    uv attributes doesn't work, what can I do to fix it?

    • @realtimehair
      @realtimehair  หลายเดือนก่อน

      It should work, please make sure twi things are in order:
      - select the mesh in the script to which UVs you want to use to assign it (like head, scalp or animals body)
      - the UV set name of this mesh should be "map1"

  • @MarcelWang-l5m
    @MarcelWang-l5m ปีที่แล้ว

    Hi! Thanks for the plugin. I made interactive grooms which could skip the first step (choosing scalp and convert to descriptions), but the plugin didn't detect the groom. It didn't react when I select interactive grooms and click the following steps. What should I do?

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Hi Marcel, I'll check, but I almost sure the script doesn't work with the IG only. Please contact me via the platform you bought the script, and I will try to help you. Thanks!

  • @stevenchao8713
    @stevenchao8713 ปีที่แล้ว

    Hello author, I have purchased the plugin and found a BUG. When I IDgroup Xgen hair in maya, it is exported to UE5. The hair group is not distributed according to the ID grouping number in the script. That's Group_0,Group_1.. It doesn't correspond to the actual Groom Group.

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Numbers do not correspond to the groups in UE

    • @stevenchao8713
      @stevenchao8713 ปีที่แล้ว

      @@realtimehair 经过测试,UE5 Groom Groups,只要随意更改一个数值,maya 脚本进行的分组,就会刷新出来,Groom Groups 和MAYA 脚本导出的Group_01~N,就会对应上。Hah

    • @stevenchao8713
      @stevenchao8713 ปีที่แล้ว

      在groom面板下,更改strands面板下,随意一个数值,分组就会刷新出来。

  • @Mai_Kho
    @Mai_Kho 11 หลายเดือนก่อน

    Hi there! Great script, helps me a lot. Maybe you can give me a hint on what I do wrong. It seems I can’t apply different materials for different parts of the groom. To be exact, I have a collection with several discriptions, which I made into 2 Group IDs. Everything works except there is only 1 material slot for the whole groom. And it’s a problem, cause I wanted fringe to have ombré, the rest of the hair color to be non-ombré (fringe has id 1, the rest of the hair id 0). I see groups in UE5, but without an option to set different materials, cause there is only one slot(

    • @realtimehair
      @realtimehair  11 หลายเดือนก่อน

      To apply different materials to different groups, go to the groom asset in UE, Material tab and create material slots for your groups. I believe more tweaks will be required in the MH blueprint to make it work.

    • @Mai_Kho
      @Mai_Kho 11 หลายเดือนก่อน

      @@realtimehairthank you for the reply! Now I’m really into hooman grooming after years of creature art :D

  • @JamesTodd1996
    @JamesTodd1996 ปีที่แล้ว

    How come my mesh has not got any instances on the list, despite having xgen on it? Does it have to be a metahuman?

  • @yiyangluo5168
    @yiyangluo5168 ปีที่แล้ว

    I have a question
    If It's animal hair, and there's a lot of it, Will not crash?

  • @pentoolxyz-qp9uq
    @pentoolxyz-qp9uq 8 หลายเดือนก่อน

    i made xgen hair in maya. and i was hair attach to character head. but it's some of problem cause hair can not keeping shape. is that plugin refix of exploding hair things?

    • @realtimehair
      @realtimehair  8 หลายเดือนก่อน +1

      No, the script will not help with it. It looks to me like the issues with setting up the groom inside unreal

  • @Tenchinu
    @Tenchinu ปีที่แล้ว

    how did you create the groom colors to change in just a few locks?
    I'm trying to make my groom base its colors on UV coordinates to match the animal print i created in Substance, but haven't been able to make it work :(
    any tips?

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      In this particular case, I'm using the built-in masks fir highlights in the Epic's hair material.
      You can also use your own as you say, but they will only work if you bake the RootUVs to the groom before exporting from Maya

  • @favyijomah1889
    @favyijomah1889 ปีที่แล้ว

    This is nice

  • @ConstantinVilsmeier
    @ConstantinVilsmeier ปีที่แล้ว

    Hi there, I'm getting an syntax error when I want to run the script. So it's not working , can you please help me out?

    • @realtimehair
      @realtimehair  ปีที่แล้ว +1

      Hi Constantin, thanks for buying the script! I will duplicate my reply here in case anyone else is having the same issue: the two main reasons why the script may show syntax error are using the Maya version earlier than 2022 and pasting a script to MEL Script Editor tab instead of a Python.

  • @freenomon2466
    @freenomon2466 ปีที่แล้ว

    this script doesn't work with maya 2020?

  • @DaronNick
    @DaronNick 16 วันที่ผ่านมา

    159 Wiza Village

  • @RandallCroxton-t4v
    @RandallCroxton-t4v 16 วันที่ผ่านมา

    Marge Plain

  • @liliialeksina6233
    @liliialeksina6233 ปีที่แล้ว

    Hi! I have a question about fur calculating. I'm running this script on animal fur. This is an optimized groom containg 5 CV points. The miscalculation has been going on for more than three hours. I was hoping your script was faster than Alembic UV Baker script, but this runs at the same speed. It would be great if you could tell me if there is any recommendation for optimizing the groom to get results in less time with your script? Is there any other quick method to get Alembic for fur?
    I know there is a method to get the file using Houdini or Ornatrix, but I need to get the alembic file from XGen with uv roots.
    Thanks in advance!

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Hi Liliia, so my script will not solve the time and overload of maya in this case. I would suggest you to use the script that was created by Epic (it was available for the first few weeks on their documentation page, but then removed). It works from command line and can solve your issue. It works with maya 2019, maybe higher. I think you can download it from Charlie's blog.

    • @realtimehair
      @realtimehair  ปีที่แล้ว +1

      Here's a link to the video, you will find more info there th-cam.com/video/IpSVbYveTQA/w-d-xo.html

    • @liliialeksina6233
      @liliialeksina6233 ปีที่แล้ว

      @@realtimehair Thank you very much for your answer! I'll try this for animal fur. And I'll be using your script with human hair, thanks!

  • @MelissaHernandez-q5v
    @MelissaHernandez-q5v 11 วันที่ผ่านมา

    Richmond Ways

  • @mikhailshumikhin9444
    @mikhailshumikhin9444 ปีที่แล้ว

    Здраствуйте! А подходит ли этот скрипт для Ornatrix волос?

  • @korbpw
    @korbpw ปีที่แล้ว

    getting an error with the uv
    # RuntimeError: Invalid uv_set provided: "map1"

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Please make sure the UV set name for the mesh you write the UV roots with is named "map1"

    • @korbpw
      @korbpw ปีที่แล้ว

      @@realtimehair Yep, still the same error

  • @北斯特托伊勒托
    @北斯特托伊勒托 ปีที่แล้ว

    maya2020.4 invalid syntax :(

  • @lucianodaluz5414
    @lucianodaluz5414 11 หลายเดือนก่อน

    Is there a way to use it with the XGEN Interative?

    • @realtimehair
      @realtimehair  11 หลายเดือนก่อน

      unfortunately no, it doesn't work with interactive splines

  • @TheIcemanModdeler
    @TheIcemanModdeler ปีที่แล้ว

    Does this have Root UV's?

    • @realtimehair
      @realtimehair  ปีที่แล้ว +1

      Yes! With the press of one button 😀 First, you choose the mesh which you will use for baking root UVs. And after you processed your groom (when script reimports it back to maya as nurbs curves), you can assign this attribute

  • @hieungoc5537
    @hieungoc5537 ปีที่แล้ว

    Does this script support UV root export?

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      Yes! There's an option to select the mesh, which to use for baking root UVs.

  • @jakejuan-ue4pg
    @jakejuan-ue4pg ปีที่แล้ว

    this is work on Maya 2023?

  • @oldleaf3755
    @oldleaf3755 ปีที่แล้ว

    lol. buy the script?

  • @yarosyari3516
    @yarosyari3516 ปีที่แล้ว

    ноу айл бай насинГ

  • @mpsterprod
    @mpsterprod ปีที่แล้ว

    норм

  • @SathishKoththolla
    @SathishKoththolla ปีที่แล้ว

    it is not converting more than 6 descriptions. could you please check it

    • @realtimehair
      @realtimehair  ปีที่แล้ว

      It converts more than 6 descriptions for me and you can d them separately if you want

    • @stevenchao8713
      @stevenchao8713 ปีที่แล้ว

      @@realtimehair 插件还有一个小BUG,因为我们的项目制作的超写实毛发,描述有可能达到20多个,这时候脚本识别的描述,就会显示不完整,不能上下滑动,导致group ID不好赋予