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This is a tutorial on exporting metahuman groom assets to blender for editing and back to the engine.
The method of using plugins is to left-click on the Groom asset and then click on the plugin icon. The relevant assets will automatically appear in the Saved folder.
The general steps of the video tutorial are:
1. First, export the groom file as an abc file for the curve
2. Import abc files into blender and convert curve into curves for secondary editing
3. Convert curves to a particle and export the modified fur as an abc file
4. Import the modified fur into the indexing engine as a groom file and create a binding to display the final results of the modified fur
Download address for exported file samples in the video:
BaiduYun link:
pan.baidu.com/s/17JC_kvBVql97...
Extract code:qus2
Or use google drive:
Google Drive link:
drive.google.com/file/d/13Gm9...
If you have similar secondary modification requirements in the project, you can first check if the sample meets your requirements. If the sample format meets your project scenario, you can consider purchasing plugins.
Note:The Plugin is compiled on Windows systems and are not suitable for Ue engines on Linux or Mac systems
Note: The abc file generated by the plugin cannot be directly imported into Maya. After converting to a particle system in Blender, the abc file can be exported to Maya.
If you are an artist, you can consider purchasing a compiled version of the plugin.
UE5.1 compiled version (excluding source code) purchase link:
liyouwang.gumroad.com/l/groom...
UE5.2 compiled version (excluding source code) purchase link:
liyouwang.gumroad.com/l/groom...
UE5.3 compiled version (excluding source code) purchase link:
liyouwang.gumroad.com/l/groom...
UE5.4 compiled version (excluding source code) purchase link:
liyouwang.gumroad.com/l/groom...
Source version (can be self compiled) Purchase link:
liyouwang.gumroad.com/l/groom...
or you can buy on art station sale link:
artstn.co/m/2VKow
groom2abc plugin user case:
• Custom Metahuman (New ...