Export Hair Groom from Blender 3.3 to Unreal Engine 5.1 with Send to Unreal 2.2.0 plugin.

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  • เผยแพร่เมื่อ 11 พ.ค. 2024
  • You have to register your unreal account with the Unreal github and request access before you can get access to the addons in their repo. Instructions on how to join here - github.com/EpicGames/Signup
    It is free and easy to sign up and is quite quick for your access to be granted.
    Send 2 UE plugin - github.com/EpicGames/BlenderT...
    Documentation - epicgames.github.io/BlenderTo...
    Timestamps:
    00:00 Send To UE plugin
    00:42 Enable Unreal plugins
    01:39 Place files in export collection
    02:42 Modify groom in Blender and re-export
    03:11 Warning !
  • ภาพยนตร์และแอนิเมชัน

ความคิดเห็น • 112

  • @DirkTeucher
    @DirkTeucher  ปีที่แล้ว +8

    ---UPDATE---
    I just exported a groom from blender 3.6 to unreal engine 5.2 and it worked perfectly. However it did not work straight away. I did have to uninstall the older addon and re-install the latest addon (2.3.1) from the Unreal github and I had to enable "python remote execution" and "pre compute skin cache" for it to work.
    If anyone has any problems just restart Unreal and toggle off the groom and python plugins and the remote execution project settings as well as pre compute skin cache and then toggle them back on again and try again. I found it worked after I did that.
    Works great.

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว +1

      So, it is not working on 3.5 +5.1 right?

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      @@lucianodaluz5414 I see no reason at all why it would not work n 3.5 + 5.1. But no I have not tried it.

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      @@DirkTeucher Seems like it cant "understand" the groom import plugin is already enable on UE " Please enable missing plugins in Unreal: Groom. Or disable the Groom import setting.
      "

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว +1

      @@DirkTeucher I did some tests and it works but only for simple nodes, it doent work if you use some custom properties

    • @miscu2542
      @miscu2542 4 หลายเดือนก่อน

      @@lucianodaluz5414 I've found a guy on the Unreal forum that suggested to turn off the Unreal plugins (Alembic Groom Importer and Groom), restart and then activate them again. I had the same issue and doing so fixed that error for me

  • @pahdeedeeLINY
    @pahdeedeeLINY ปีที่แล้ว +2

    This was the exact tutorial i was looking for! Thanks

  • @LFA_GM
    @LFA_GM ปีที่แล้ว +1

    This is outstanding. I've tested with Blender 3.6.0 alpha and UE5.1 and it worked both with particles and geo hair. Thank you so much for this update.

    • @noosman16
      @noosman16 11 หลายเดือนก่อน

      hi, do you apply the modifiers of the geometry node?
      For me it doesn't work.

    • @LFA_GM
      @LFA_GM 11 หลายเดือนก่อน

      @@noosman16 I exported without changing anything. Make sure all assets are in the Export collection. Can you please tell me what is going wrong? Perhaps the developer can walk you through.

    • @rj_enoz
      @rj_enoz 9 หลายเดือนก่อน

      @@LFA_GM Its works with geo hair tool???? 🤔🤔

  • @ludvigInLegendaryLands
    @ludvigInLegendaryLands 8 หลายเดือนก่อน

    Thanks for the tutorial! I am having an issue with the hair not sticking to the head when I move the character. I have previously used alembic export for particles which works fine when I use 'binding'. It seems my blueprint wont accept the 'groombinding' object I made for the hair. Does anyone know how to fix this?

  • @FUNBBTV
    @FUNBBTV ปีที่แล้ว

    Amazing ❤

  • @belphh3d
    @belphh3d 7 หลายเดือนก่อน

    Do you know by any chance how to export to another program? like Marmoset?

  • @nitinmalhotra2358
    @nitinmalhotra2358 6 หลายเดือนก่อน +2

    HI. I tried to export it and the fur that you can add with shift+A and it only gives me like 10 particles when i exported it. I tried with the empty hair and then added some geonodes on top of it and then it at least exported but it exported with only the hair that was added before the geonodes addition. Basically the geonodes did not export. Is there a way to export the hair with the geonodes?

  • @user-ts3ki7vq3g
    @user-ts3ki7vq3g 2 หลายเดือนก่อน

    Hello @DirkTeucher, is there a way to combine multiple grooms into just one for export, and would it follow the mesh/skeletal, sorry I'm quite new to unreal and I'm any help is much appreciated!

  • @CanErduman
    @CanErduman 6 หลายเดือนก่อน

    Quick question: Does this work with deformed meshes directly in UE? If I have an animated character with Joint and Blendshapes animation exported as an FBX for example.

  • @jpcrtube
    @jpcrtube 10 หลายเดือนก่อน

    How did you made your groom in blender ? did you use any plug in or blender new built in hair system ?

  • @DirkTeucher
    @DirkTeucher  ปีที่แล้ว +4

    Before you can access the addons you have to register your Unreal engine account with the Unreal GitHub account and request connection between your Unreal and Github ID's . The link is in the description.

    • @CM-fx1tp
      @CM-fx1tp ปีที่แล้ว +1

      It doesn't work for me, even after I've linked the account. In fact I cannot find that plugin on the epic games page of github even searching for it. Could you check if the link is still working, please?

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      @@CM-fx1tp Read the description I just checked the link and the addon is there. You need to request access ... see the first link in the description. No worries though. If you are still stuck just export as Alembic from blender.

  • @cr0uchingtiger
    @cr0uchingtiger 11 หลายเดือนก่อน

    Are those hairs individual hair strands or are they made up of planes with a transparent image?

  • @Mattheogfx
    @Mattheogfx 9 หลายเดือนก่อน

    export -> send to unreal option is not showing up version 2.4.1

  • @omidshabestary6760
    @omidshabestary6760 ปีที่แล้ว +3

    Is it possible to use this groom, this hair you create with particle system in blender like a game ready hair? I mean giving it physics and animation and all that without making you pc crash or slowing the game.

    • @dylanmartinez8398
      @dylanmartinez8398 ปีที่แล้ว

      In Unreal you definetly can, I've done it before and it works great

  • @phamtheanh9101
    @phamtheanh9101 ปีที่แล้ว

    Great. Does eyebrows and beard follow meshdeform when character do some expressions, bro?

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      You have to bind it inside Unreal. It is pretty simple.

  • @ancelhaegler854
    @ancelhaegler854 6 หลายเดือนก่อน

    super useful thanks mate,
    Any idea how to get it to animate? trying to do a furry critter and cant get the animations to work :\

  • @anatoliiumanets871
    @anatoliiumanets871 4 หลายเดือนก่อน

    Have somebody solved problem with low subdivision curves after exporting in Unreal ?

  • @Tenchinu
    @Tenchinu 11 หลายเดือนก่อน

    weird question. Can you color the hair based on UV coordinates?
    I'm trying to make the colors match the maps I made in Substance... and it usually works in blender, but it just doesn't translate into Unreal. Any tips on how to do that?

    • @DirkTeucher
      @DirkTeucher  11 หลายเดือนก่อน

      You can color the hair based on the length from base to tip. Use the lerp node to interpolate between colors and search for hair nodes in the material editor to use the length attribute in the alpha. You also need some scalar parameters to adjust things. If you preview the output of the nodes individually you might be able to figure it out. Or search for more info on those nodes.

    • @Tenchinu
      @Tenchinu 11 หลายเดือนก่อน

      @@DirkTeucher ill DEFINITELY need to search for more info, but thnk u so much for the tip! its the fur of an animal... so don't know if this applies, but ill give it a try.
      if you can think of some vid that explains what you said, drop a link :)

  • @matheuswanderlei2084
    @matheuswanderlei2084 11 หลายเดือนก่อน

    Hey bro, do you know any way to export models with texture from blender to prusaslicer?
    I tried some things but nothing works, or it exports just the head (the model I created in Blender is a head with hair) or it gives this error "Loading of a model file failed". The result I'm looking for is the complete project, but the hair never comes together (in this case, the head with hair).

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน

      Sure you should be able to convert the hair to polys there are videos on youtube about how to do that but I would expect a lot of problems printing with PLA and a resin printer is more likely to be able to handle hair even if you thicken up the strands I think FDP / PLA will have problems. I will take a look this weekend and try to do a video to answer all the questions people are leaving about hair as this video gets a lot of questions.

  • @SadPanda449
    @SadPanda449 ปีที่แล้ว

    This seems to be working well enough to at least get a simple groom to Unreal, but one thing I'm noticing is that it isn't carrying my Geometry Node modifier edits over, even if I apply them prior to exporting. Do you know how I might be able to ensure those carry over to Unreal?

    • @QaisarYegimbayev
      @QaisarYegimbayev 11 หลายเดือนก่อน

      applying modifiers worked for me ue 5.1.1 blender 3.5

  • @joaulooo
    @joaulooo 5 หลายเดือนก่อน

    Hey, thank you for this tutorial! I've tried with Einar demo scene from Blender 3.6 to Unreal 5.3 with latest addon (v2.4.3) and worked well. But I'm not able to make it work with a simple project: create Blender empty project > add uv sphere > add curve/fur on that sphere > push assets to unreal. The result is very different from the original... anyone experienced this?

  • @tempahp
    @tempahp ปีที่แล้ว +2

    This is super cool, but it doesn't seem to carry over the subdivision settings, so the hair resolution is as low as it can be? What can I do?

    • @SadPanda449
      @SadPanda449 ปีที่แล้ว

      Noticing a similar issue, but with pretty much all of my important geometry nodes. They're not custom nodes either, so I'm unsure why this is. Did you figure out what caused this for you?

    • @btmanimations7079
      @btmanimations7079 7 หลายเดือนก่อน

      same problem here@@SadPanda449

  • @faradaysinfinity
    @faradaysinfinity ปีที่แล้ว +2

    this is insane how easy they make it instead of exporting individual alembic........dammnnnnnnnnnnnnnn

  • @ricouseofficial4377
    @ricouseofficial4377 11 หลายเดือนก่อน

    Hi, this is the video I was looking for ! But I have a question because I see a lot of people having the same problem and I want to know if you have any clue on what to do to fix it. My question is: "Do you know how to fix the blurry/noisy shadows coming from your groom by any chance ?"

    • @DirkTeucher
      @DirkTeucher  11 หลายเดือนก่อน +1

      I'm not sure. But if you look in the hair shader you can disable shadows or reduce the strength of the shadows. It may also be related to the rendering method you are using .... forward shading or lumen or raytrace settings. I would guess if you are seeing something odd it is related to one of those things.

    • @ricouseofficial4377
      @ricouseofficial4377 11 หลายเดือนก่อน

      @@DirkTeucher Ok I'll try to change the rendering method. At the moment the only thing I did to get great shadows was to change the strands to cards but, on one side I get great shadows, on the other side I get "not so realistic" hair... The noisy shadows were there with the hair that I created with blender and also from the metahuman hair. Thanks to the metahumans hair I was able to change it from strands to cards.
      Thanks for the help I'll try to play with the rendering method a bit ^^

  • @florianforkord4326
    @florianforkord4326 ปีที่แล้ว

    I have a problem with the export. I set up a surface deformer for my hair and it just takes the guides as groom and the rest is getting lost. Is it possible to export it with the surface deformer baked? Or do i miss something?

    • @mixedjungle4928
      @mixedjungle4928 ปีที่แล้ว

      Apply all modifiers in Blender before export... oherwise test which modifiers and settings port to UE and posta video of your findings ;)

  • @3D-Logix
    @3D-Logix 6 หลายเดือนก่อน

    Hi, it looks like the plugin is discontinued.

  • @ksunnywazowski
    @ksunnywazowski 8 หลายเดือนก่อน +2

    so sad this addon doesn't export braid nor correctly. I have try to create different braids and export but the addon looks like lost a lot of points along the curve and I got smt noot looks as a braid in UE

    • @DirkTeucher
      @DirkTeucher  8 หลายเดือนก่อน

      Did you find an alternative solution? Like allembic?

    • @ksunnywazowski
      @ksunnywazowski 8 หลายเดือนก่อน +1

      Yes! Apply all Nodes. Then go sculpt hair mode. Then go Menu Curves and convert hair to old system. Then go to particles properties and make Render and viewport steps on maximum and diameter root you need. Then export hair into UE5 using addon from video. Use Cycles mode!

    • @DirkTeucher
      @DirkTeucher  8 หลายเดือนก่อน +1

      @@ksunnywazowski excellent 👍

    • @btmanimations7079
      @btmanimations7079 7 หลายเดือนก่อน

      I got a braid into UE5 but the physics sperate it. do you know how to fix that?

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน +1

      @@btmanimations7079 I keep getting a lot of questions on this video about various hair problems so will have a look this weekend and see if I can do another video to answer these questions.

  • @starder6676
    @starder6676 10 หลายเดือนก่อน

    can I use this add on to sent my rig generated by auto-rig pro to UE5 ?

    • @DirkTeucher
      @DirkTeucher  10 หลายเดือนก่อน

      I don't think it will send over any custom controls. Just the Skeleton and animations ... but you should try it to be sure. A lot of pro animators I have spoken to are using Control rig in Unreal to create rigs as it is very simple to set up an IK rig with custom controls in Unreal now. If you want to be able to create skeleton animations in Unreal instead of Blender then that is what I would do.

  • @btmanimations7079
    @btmanimations7079 7 หลายเดือนก่อน

    UE5 says "could not find bind pose" when i transfer. anyone getting this?

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน +1

      Is this in 5.1, 5.2 or 5.3 ? And what version of Blender? Are you using a skeleton in blender?

    • @btmanimations7079
      @btmanimations7079 7 หลายเดือนก่อน

      @@DirkTeucher its 5.2 UE5, 3.5 blender & newest GitHub pipeline. im using the UE5 skeleton and hair is made with curves. It takes a while to export from blender & when i enter UE5 all i see is the error message and no grooms.

  • @binyaminbass
    @binyaminbass ปีที่แล้ว

    I am using Blender 3.5, Unreal 5.1.1, and Send to Unreal 2.3.1. The grooms are sending, but for the effects of any GN modifier to be transferred as well, I need to apply it! Does this happen to you?

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      You need to add a realize instances node at the end of your geometry nodes network for it to export correctly.

    • @SadPanda449
      @SadPanda449 ปีที่แล้ว +2

      @@DirkTeucher I tried this a number of ways. I added the Realize Instances node at the end of all the modifiers, and then applied them (tried not applying them as well, but that didn't export their modifications), and the exported groom looked like a very low-res version of what is seen in Blender. Is there anything additional that I'm missing? I just want to have the Geo Node data translate to Unreal, or it doesn't seem like the new hair system is worth it unfortunately.

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      ​@@SadPanda449 I can realize instances for geometry and export it perfectly with usd or fbx or gltf. And groom exports using this plugin perfectly for me. No idea why geo nodes are not working with the plugin as I have not tried to combine the two.
      You may have to export the objects separately.
      And you should log a bug on github if you can reproduce the problem and explain the exact steps you are taking to get it.

  • @MrShroombot
    @MrShroombot ปีที่แล้ว

    Does this grab the material too? Thanks.

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

      It does grab a material but cannot remember if it handles pbr. I use usd or glb files to transfer static meshes for the best material transfers between blender and unreal.

  • @mage9570
    @mage9570 ปีที่แล้ว +1

    Hi, it doesnt work when im exportinmg it. It says that i have to enable groom but its already is... and i have restarted ue too

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

      Did you enable both groom plugins in UE? And are you using use 5.1 and blender 3.3?

    • @mage9570
      @mage9570 ปีที่แล้ว +1

      @@DirkTeucher thx for your answer! it works now with 5.1 :) was using 5.0

    • @thomasveierd9696
      @thomasveierd9696 ปีที่แล้ว

      I get the same , but with correct versions of UE & Blender... Won't export... Any other ideas?

    • @mbcburt
      @mbcburt ปีที่แล้ว

      This would make it so nice to export to UE. Unfortunately I am getting the same message. It is saying to enable the groom plugin, but it is enabled. I'm using UE 5.0. I hope this can work. It works for geometry just not groom.

    • @Krypto_Dogg
      @Krypto_Dogg ปีที่แล้ว +2

      Oddly enough I got it to work by turning the groom plugin off, then re-enabling it.

  • @cr0uchingtiger
    @cr0uchingtiger 11 หลายเดือนก่อน

    I know this is a long shot, but I don't suppose you could do me a huge favor and drop me a link to the Blender addon? as in, a direct link to the zip. I can't get the damn thing because Epic/Unreal doesn't recognize that I have linked my github account. So I'm stuck using obscure methods of getting Blender stuff into UE. Many thanks in advance!

    • @DirkTeucher
      @DirkTeucher  11 หลายเดือนก่อน

      No problem (if you have discord). Drop me your discord id. I will delete your comment after also so you don't get spam.

  • @umarcga7823
    @umarcga7823 ปีที่แล้ว +1

    Cant find this plugin?!??!?

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      You have to register with Epic games and request access. I put a link in the description.

  • @ksunnywazowski
    @ksunnywazowski ปีที่แล้ว +3

    Does it work with Blender 3.5? Thank you

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

      I have not tried it yet in Blender 3.5. But I am 99% sure it will work just fine in UE 5.1 until at least blender 4.0 . The blender upgrades usually do not break plugins on the blender side.

    • @ksunnywazowski
      @ksunnywazowski ปีที่แล้ว

      @@DirkTeucher thanks. I’ll try. Just connected with Gothub 🙏🏻

    • @naytbreeze
      @naytbreeze ปีที่แล้ว +1

      Anyone have any info on how to export hair from blender now using the new hair system 3.5 to ue 5.1? Seems to be different and not working as alembic. Not with this plugin but any manual way or other way to export it would be appreciated

    • @mixedjungle4928
      @mixedjungle4928 ปีที่แล้ว

      @@naytbreeze Make sure you apply all of the hair modifiers and do not custom create folder path in the Pipeline Exports then 'Push Assets'

    • @naytbreeze
      @naytbreeze ปีที่แล้ว

      @@mixedjungle4928 Its giving me an error for some reason once I add the modifiers and try to push with them. I can push everything else without it but once I apply it gives error/ Not sure if its my hair or what it causing it but it pushes blank groom files if I dont apply modifiers once I do it wont push

  • @SVisionary
    @SVisionary 11 หลายเดือนก่อน

    Is there a Unity version for this by chance?

    • @DirkTeucher
      @DirkTeucher  11 หลายเดือนก่อน +1

      If unity supports alembic you should be able to export it that way from blender.

  • @isaacolander8291
    @isaacolander8291 11 หลายเดือนก่อน

    Page not found for the plugin link

    • @DirkTeucher
      @DirkTeucher  11 หลายเดือนก่อน

      Read the description.

  • @Ryuuoujin
    @Ryuuoujin 2 หลายเดือนก่อน

    Link is dead, got a got a 404

  • @lucianodaluz5414
    @lucianodaluz5414 ปีที่แล้ว

    It is not sending the groom. Do we have to do anything inside Blender in order to make it work?

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      What version of blender and unreal are you using?

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      @@DirkTeucher 3.5 😬

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      @@lucianodaluz5414 and what version of unreal?

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      @@DirkTeucher 5.1

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      @@DirkTeucher
      Im getting the message, although everything is enable and there is no "Settings for Import groom" in Unreal:
      "Please enable missing plugins in Unreal: Groom. Or disable the Groom import setting."

  • @TheHosieman
    @TheHosieman 11 หลายเดือนก่อน

    I don't know what I'm doing wrong, I don't get unreal as an option under Pipeline>Export...

    • @millenniumloops
      @millenniumloops 10 หลายเดือนก่อน

      Did you find a fix for this? I only have:
      Push Assets
      Settings Dialog

    • @DirkTeucher
      @DirkTeucher  7 หลายเดือนก่อน

      You need to make sure python remote execution is enabled in the project settings. That might be the problem.

  • @sebzduran
    @sebzduran 10 หลายเดือนก่อน

    Sorry but how do i can export the hair as just one groom?, so i can attach it to a metahuman :c?

    • @DirkTeucher
      @DirkTeucher  10 หลายเดือนก่อน +1

      Never tried it. But I would start by trying to export the metahuman head mesh from unreal (which you can do) and do the groom then export back to unreal to see if a straight swap is possible. Otherwise I'm sure blender must have a way to separate the groom from the mesh in the groom settings somewhere.

    • @sebzduran
      @sebzduran 10 หลายเดือนก่อน +1

      @@DirkTeucher found a way, convert all the curves in particle system, hide the emiter and export it as an alembic! Thanks s2

    • @DirkTeucher
      @DirkTeucher  10 หลายเดือนก่อน +1

      @@sebzduran thanks for explaining I was planning on doing it too at some point in the future.

  • @Cyberex
    @Cyberex 10 หลายเดือนก่อน

    The Github page with the plugin is not working :(

    • @DirkTeucher
      @DirkTeucher  10 หลายเดือนก่อน

      You have to signup with epics github first. Its the first link in the description. The link to the plugin works great for me, I just checked.

    • @Cyberex
      @Cyberex 10 หลายเดือนก่อน

      @@DirkTeucher I did sign in, followed every step and I get 404 error, Can you drop me a link for the plugin to download? Thanks

  • @GameUnion
    @GameUnion ปีที่แล้ว

    The link isn't working, dude

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

      You need to be a member of the Unreal github to be able to access the addon. I will update the description in a few minutes with a link to the instructions on how to do it.

  • @degibocu
    @degibocu ปีที่แล้ว

    the link said the page not found

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว +1

      You need to be a member of the Unreal github to be able to access the addon. I will update the description in a few minutes with a link to the instructions on how to do it.

  • @impressinggordon3759
    @impressinggordon3759 ปีที่แล้ว

    Send to unreal doesnt do anything no error nothing

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      I just exported a groom from blender 3.6 to unreal engine 5.2 and it worked perfectly. However it did not work straight away. I did have to uninstall the older addon and re-install the latest addon (2.3.1) from the Unreal github and I had to enable "python remote execution" and "pre compute skin cache" for it to work. As well as the other addons and settings that are mentioned in this video.
      Works great.

    • @impressinggordon3759
      @impressinggordon3759 ปีที่แล้ว +1

      @@DirkTeucher Okay, thanks. I need to try again