If you guys are facing any issue regarding the hair gets fliped or mirrored in unreal engine... I mean if left side becomes the right side or vise versa... You can use rotation X:90 and scale Y: -1.0 and others as default (Rotation Y,Z : 0 and Scale X, Z : 1.0) ... It will fix the problem... I created custom hair and faced the issue during groom import... Hope it helps
Hey, unfortunately no, I haven't used twin motion. But if it's supporting MH and their assets maybe you can do whole process in UE and then migrate it to twinmotion?
Are you talking about "Daz To Blender" plugin? Link to download is at the beginning of that post "Download here:" and link. And then in that link you will find zip file in attachment.
hi, I got some problems 😢after i did all the steps but i still can’t import my hair (alembic) into UE5😢i don’t know how to fix it, it just said Unknown file format😢
I didn't succeed with this tutorial but I was able to finish with another one, but thank you, I didn't even know it was possible. I blocked at the Ue5 part after the export but it's normal, I tried to transpose your method on a character that I created but it didn't work. I couldn't import the mesh into the blueprint.
Hi, I have a problem. When I am importing the character to blender, everything is there except from the hair. Why does this happen? I've installed both the plugin and the addon but the hair does not appear..
Brother can you please explain something to me? I avoid DAZ3D like the plague for the simple fact that I have no clue how their interactive license actually works. Because depending how you interpret it, either you can use DAZ3D assets to create animated films without the interactive license, since all an animated film being rendered in Unreal Engine would be is a series of 2D images. However the video they put out explaining their own Interactive license doesn't suggest that a 3D animated film is covered by the standard license. Do you have any insight into this? Because $50 PER interactive license on a $9 purchase is absurd.
If you guys are facing any issue regarding the hair gets fliped or mirrored in unreal engine... I mean if left side becomes the right side or vise versa... You can use rotation X:90 and scale Y: -1.0 and others as default (Rotation Y,Z : 0 and Scale X, Z : 1.0) ... It will fix the problem... I created custom hair and faced the issue during groom import... Hope it helps
thank you so much bro
Nice bro!
Thank you
cool didnt know about this
thats very helpful
Hello, a question, do you know how to do this with a metahuman in twinmotion? add hair. good video thanks😄
Hey, unfortunately no, I haven't used twin motion. But if it's supporting MH and their assets maybe you can do whole process in UE and then migrate it to twinmotion?
Hi! I have the stupidest question :): please, how did you download hair converter? I have these files locked and I can only save them as an image
Are you talking about "Daz To Blender" plugin? Link to download is at the beginning of that post "Download here:" and link. And then in that link you will find zip file in attachment.
Is there no way to send daz clothe go unreal engine? I think you're much closer to do this.
Hi! Yes you can, there is a plugin for that. You can export them with Daz character.
Would this work with custom beard and eyebrow cards?
I haven't tested it, but it should. Only would need to work on matching them to fit your MH.
Looks interesting ,but I have a character that has a ponytail and I want his hair to move realistically like a real person's hair!
enable physics, and weight paint it so that the falloff is around the pony twist point
@@connorbuchanan4009 I'll probably have to find a tutorial on how to do that! And I want to say thank you for your help.
hi, I got some problems 😢after i did all the steps but i still can’t import my hair (alembic) into UE5😢i don’t know how to fix it, it just said Unknown file format😢
Hey! Can you join my discord? Post it there, will be easier to help you there
I didn't succeed with this tutorial but I was able to finish with another one, but thank you, I didn't even know it was possible.
I blocked at the Ue5 part after the export but it's normal, I tried to transpose your method on a character that I created but it didn't work. I couldn't import the mesh into the blueprint.
hey can you share the other one?
Hi, after the import in UE I open the groom but there's nothing, no hair, any clue why that is?
Hey! If you can, join my Discord, will be easier to help you there.
@@MarisFreimanis It's a problem with mac, I imported on a windows machine and it's fine.
Hi, I have a problem. When I am importing the character to blender, everything is there except from the hair. Why does this happen? I've installed both the plugin and the addon but the hair does not appear..
Hi! Will be hard to help here. You can join my discord for that. But my best guess is hair is just not suitable for plugin. Not every hair works.
hey where did you found the plug in hair mesh conventer?
i keep getting a geometry cache window :( evenn though i follow your steps to the letter
Hi. Did you made sure that show emitter is disabled for rendering? Usually that’s the issue. If you did, join my Discord and I will help you there
ok my handle CmdrStriker, and yes I did that but it keeps coming up @@MarisFreimanis 🤷🤷🤷
Brother can you please explain something to me? I avoid DAZ3D like the plague for the simple fact that I have no clue how their interactive license actually works. Because depending how you interpret it, either you can use DAZ3D assets to create animated films without the interactive license, since all an animated film being rendered in Unreal Engine would be is a series of 2D images. However the video they put out explaining their own Interactive license doesn't suggest that a 3D animated film is covered by the standard license. Do you have any insight into this? Because $50 PER interactive license on a $9 purchase is absurd.
Promo-SM 🙋
It very useful, but IMHO your hair is embedded into the body.
Long hair is always a problem, and they will never work out of the box and extra work will be needed.