Ornatrix UE + Maya | How to add custom groups and edit metahuman hair?
How to edit Metahuman hair in Ornatrix Maya, add custom groups and then import to Ornatrix + Unreal Engine again.
This video was created in response to a question on Discord - / discord
___
Become a channel sponsor and get a 15%, 50%, 100% discount on all my assets.
It's enough to do it here - / @charlytutors
Also, if this is your first time on this channel, I recommend watching its trailer - • My Channel Trailer - CG Grooming in O...
___
WHO AM I?
Hi, I'm Andrew Krivulya Charly, a 3d-groom artist since 2016.
New works can be viewed here - https://www.artstation.com/artofcharly
I worked on environment art, interiors and more from 2009 to 2016. Check out some of my old work here - https://bit.ly/31xmZsi
___
TIMING:
0:00 - Preparing the Metahuman head for export to Maya.
0:36 - Before activating Ornatrix hair, perform Collapse Groom as a precaution. This will create the standard modifiers needed for export. Why do this? There have been instances where hairstyles exported without this step caused errors or crashes in Maya.
0:48 - Activate Ornatrix Groom. Remove the Decimate Hair modifier, as it is not needed in this case.
0:55 - For demonstration purposes, I will create several groups, as a Discord user wants to export groups from Unreal.
1:41 - Now you can export the hairstyle.
1:58 - Import it into Maya.
2:11 - Import the head and perform ResetXForm.
2:30 - Remove all unnecessary elements.
2:47 - Enable 100% of the hair and attach it to the head.
3:06 - Assign Edit Guides and see that the groups we created have been transferred from Unreal.
3:17 - Since there was also a request on how to add new groups and edit hair, I will demonstrate this process.
4:09 - Edit this section of hair.
4:28 - Before each edit, remember to select Strand in Interpolation Change Tracking.
5:24 - Assign Clump. If HairFromGuides appears, delete it. This happens occasionally. We deal with this bug by applying Clump specifically to the group we are working on, which in my case is group 3. I want to edit the third group of hair.
6:07 - Create groups for Clumps to transfer them to Unreal later.
6:41 - Clump is ready, but the groups it created are not visible in Edit Guides. I will now show how to add them.
6:45 - Add groups from Clump using Generate Strand Data, assigning it to the third group (in my case).
7:31 - Now all groups are present. You can perform Collapse and export to Unreal.
7:59 - Since we have a new hairstyle, we no longer need the old one. Remove it from BluePrint.
8:15 - Select Face and create a new Groom Asset.
8:26 - Import the new hairstyle into Unreal with these settings.
8:39 - Add it to our Groom Asset.
8:55 - Activate Ornatrix Hair.
9:00 - Here, you don't need to remove Decimate Hair, as it is useful for optimization and editing within Unreal.
9:02 - Go to Edit Guides and check the groups that should have been imported from Maya.
9:08 - The groups are in place.
9:26 - Don’t close the channel, subscribe, and watch other videos.
___
CHANNEL SUPPORT:
If you want to support this channel, then throw your donations here:
➡️Donate - https://donatello.to/charlytutors
➡️Support Ukraine - • Stork Guardian For help Ukraine | CGT...
___
USEFUL LINKS:
➡️The main channel - / andrewkrivulya
➡️ARTSTATION - https://www.artstation.com/artofcharly
➡️Instagram - / 3dgrooming
➡️Telegram - https://t.me/grooming3dblog
➡️Twitter - / artofcharly
➡️Miscellaneous interviews and magazines with me - https://bit.ly/2MEZici
___
Enjoy watching!
Best regards,
Andrew Krivulya Charly.
___
MUSIC:
Production Music courtesy of Epidemic Sound" www.epidemicsound.com
___
#ornatrix #unrealengine #3dgrooming

