Thank you very much for another tutorial! Very enlightening. I would really appreciate seeing a series of tutorials creating some types of hair from the simple to the more complicated, exploring all these settings.
Yes. Most things works the same in HT 3.x and blender 4.2. I'm working on HTool 4 though, which right now is compatible with older HTool 3.x, but I'm yet to decide if I want to keep backward compatiblity with HTool 3
Hi there. Following the tutorial, after baking the textures, creating the custom material, assigning it, edit the UV maps, I realise that all of the hairs disappeared (around 6:50). Any suggestion or tip to what might have been the issue? It seems to be related with some opacity setting, as I still see the cards in wireframe mode.
Removing and readding the Flat Profile UV seems to fix it. I don't see any relevant difference between the original and the re-added one, even when I tweak all the settings to be the same.
U loose the UVs - when using 'Define UVs' - hence haircards gets transparet (I think). Usually updating profile from this menu fixes the issue joseconseco.github.io/HairTool_3_Documentation/hair_profiles/#profile-menu (Update Profle > Update Whole profile). This happens if some older geo-nodes are mixed withe newer ones. That is also why - removing profile add adding it helped - u replaced whole old geo-nodes setup with new one.
where I can find the 'lazy curves' addon? I could not find anything in google. In theory you could apply UVs to any curve - it does not have to created by HTool. Then you add HTool profile - which will read these uvs. Curves them self, can be created in any way.
@bartoszstyperek6306 I ment people who are lazy but I can't find a clear and concise way to do texture coordinates they always add random nodes that I don't need
There is already new version of Hair Tool - 4.x (free update for all previous customers). Just so you know , I already provided around 6 years of free updates for past users (first 1.0 version was released around 2018). I have to re-think this though, and maybe made paid update for people who bought it more than 3-4 years ago... for like 50% of full price. Will see.
Thank you very good tutorial. I think we can improve it a bit because these hair strands of brows a bit more look like a man brows :) maybe need to change hair strands with longer and a bit clumpy on the ends like 3 or 6 strands and the end is going at 1 point. or maybe the brows should have 2-3 regions.
Yes, I think preset from library looks bit better (you can see it at very beginning). The one made in vid, is bit wide, and dense. But I tried to make it as short as possible, so I did not spent much time on tweaking the settings.
just bought your addon. Is there a way to convert hair system to particle system? Or any other way to export hair done by the addon into an engine that uses .abc file to generate hair based in the Marschner algorithm?
Hi, I just googled this - blender.stackexchange.com/questions/279087/how-do-i-convert-hair-curves-to-hair-particle-system-on-a-mesh-so-i-can-export-i#:~:text=1%20Answer&text=Select%20your%20hair%20curves%2C%20go,menu%20>%20convert%20>%20particle%20system. . Let me know if it works ok. If not I could figure something out.
@@bartoszstyperek6306 Apologies for bringing this up again. I created my eyebrows and I would like to convert it to particle system in order to export as alembic (.abc) to UE5. However, when performing section B within Blender of my workflow presented below, as soon as I Bake All subSystems, the mirror "modifier" seems to go all wrong, and I end up with a good eyebrow and a bad one overlapping the good one (let me know if you would like some pictures of the before and after). My current workflow, also considering the Hair Tool 3 docs, as it might be helpful to others and to pinpoint the issue: A. Convert Hair System to Hair Curve object: 01. In Object mode, select the guide mesh (if it exists), apply all shape keys and then apply all modifiers (from top to bottom). 02. In Object mode, select the mesh with the hair system(s) and apply all modifiers that are not hair system related (e.g., subdivision surface and shrinkwrap) from top to bottom. 03. Select the mesh with the hair system(s). 04. In the Hair Tool toolbar, select Hair Operators -> Convert -> Transfer Hair System (Move to Empty Curve). B. Convert Hair Curve object to Particle system: 01. In Object mode, select the created Hair Curve object. 02. If your hair curves are not 'real' (i.e., no curves are visible in Edit mode), bake them to 'real' geometry by pressing, within the Hair Tool toolbar Hair Operators -> Convert -> Bake All subSystems. 03. On the topbar, select Object -> Convert -> Particle System. C. Prepare to export: 01. Select the created particle system on the mesh with the hair system(s), in the Particles tab. 02. Under the sections Render and Viewport Display, uncheck "Show Emitter". 03. Under the section Render, within Path, increase the number of Steps to 7. 04. Under the section Viewport Display, increase the number of Strand Steps to 7. D. Export to alembic (.abc): 01. Select the mesh with the hair system(s). 02. Go to File -> Export -> Alembic (abc.) in Blender. 03. In the export window: - Set scale to 100 - Frame End to 1 - Enable Selected Only and Visible Only - Set Use Settings to Viewport - Disable all options under Geometry E. Import to UE5: 01. Make sure that the plugin 'Alembic Groom Importer' is enabled. 02. Import it as any other asset to your desired location. If the asset was properly exported, UE5 will automatically open the Groom Import Options window. 03. If your imported asset is with the wrong rotation or wrong mirror axis, you can correct this in the Groom Import Options window.
I created a hairstyle in blender Hair Tool, but when I export it as fbx to other programs, the uw maps disappear. how to make an application for this uw? do you have a video explaining this? or which one? thank you in advance.
Please use - joseconseco.github.io/HairTool_3_Documentation/convert_hair/#finalize-hair , Blender build-in covert to mesh will mess up the uvs. Then export the resulting mesh
there is not any e-mail for customer support. And the tool is awful. She described (ua-cam.com/video/voUkL6k8VX4/v-deo.html) how to make 3d printable hair, but actually your tool does not this functionality. Just waste of money and time. totally disappointed
Hi, for support use joseconseco.github.io/HairTool_3_Documentation/#support . I put all the usefull links in the front page of Hair Tool gumroad page (for docs, quick start, support, etc). I can't force people to read it. I'm not sure how else I'm supposed to expose these to customers...
Thank you very much for another tutorial! Very enlightening.
I would really appreciate seeing a series of tutorials creating some types of hair from the simple to the more complicated, exploring all these settings.
Please update the video that came out nine months ago. "Setup Haircards in Blender in 1 minute - Hair Tool 2.35" And thank you for this addon!
best tool for create realtime hair.
Thank you so much! Can you make a Tutorial to make the beard? It would be awsome!
Hi! Does the old tutorials of hair tools still works with blender 4.2?
Yes. Most things works the same in HT 3.x and blender 4.2. I'm working on HTool 4 though, which right now is compatible with older HTool 3.x, but I'm yet to decide if I want to keep backward compatiblity with HTool 3
Hi there.
Following the tutorial, after baking the textures, creating the custom material, assigning it, edit the UV maps, I realise that all of the hairs disappeared (around 6:50). Any suggestion or tip to what might have been the issue? It seems to be related with some opacity setting, as I still see the cards in wireframe mode.
Removing and readding the Flat Profile UV seems to fix it. I don't see any relevant difference between the original and the re-added one, even when I tweak all the settings to be the same.
U loose the UVs - when using 'Define UVs' - hence haircards gets transparet (I think). Usually updating profile from this menu fixes the issue joseconseco.github.io/HairTool_3_Documentation/hair_profiles/#profile-menu (Update Profle > Update Whole profile). This happens if some older geo-nodes are mixed withe newer ones. That is also why - removing profile add adding it helped - u replaced whole old geo-nodes setup with new one.
You should make the uv a separate addon for lazy curve users
where I can find the 'lazy curves' addon? I could not find anything in google. In theory you could apply UVs to any curve - it does not have to created by HTool. Then you add HTool profile - which will read these uvs. Curves them self, can be created in any way.
@bartoszstyperek6306 I ment people who are lazy but I can't find a clear and concise way to do texture coordinates they always add random nodes that I don't need
Are you going to continue to update this tool or is the next version a separate plugin?
There is already new version of Hair Tool - 4.x (free update for all previous customers). Just so you know , I already provided around 6 years of free updates for past users (first 1.0 version was released around 2018). I have to re-think this though, and maybe made paid update for people who bought it more than 3-4 years ago... for like 50% of full price. Will see.
Thank you very good tutorial. I think we can improve it a bit because these hair strands of brows a bit more look like a man brows :) maybe need to change hair strands with longer and a bit clumpy on the ends like 3 or 6 strands and the end is going at 1 point. or maybe the brows should have 2-3 regions.
Yes, I think preset from library looks bit better (you can see it at very beginning). The one made in vid, is bit wide, and dense. But I tried to make it as short as possible, so I did not spent much time on tweaking the settings.
@@bartoszstyperek6306 Thanks yea I saw it now :)
just bought your addon.
Is there a way to convert hair system to particle system? Or any other way to export hair done by the addon into an engine that uses .abc file to generate hair based in the Marschner algorithm?
Hi, I just googled this - blender.stackexchange.com/questions/279087/how-do-i-convert-hair-curves-to-hair-particle-system-on-a-mesh-so-i-can-export-i#:~:text=1%20Answer&text=Select%20your%20hair%20curves%2C%20go,menu%20>%20convert%20>%20particle%20system. . Let me know if it works ok. If not I could figure something out.
@@bartoszstyperek6306 Apologies for bringing this up again. I created my eyebrows and I would like to convert it to particle system in order to export as alembic (.abc) to UE5.
However, when performing section B within Blender of my workflow presented below, as soon as I Bake All subSystems, the mirror "modifier" seems to go all wrong, and I end up with a good eyebrow and a bad one overlapping the good one (let me know if you would like some pictures of the before and after).
My current workflow, also considering the Hair Tool 3 docs, as it might be helpful to others and to pinpoint the issue:
A. Convert Hair System to Hair Curve object:
01. In Object mode, select the guide mesh (if it exists), apply all shape keys and then apply all modifiers (from top to bottom).
02. In Object mode, select the mesh with the hair system(s) and apply all modifiers that are not hair system related (e.g., subdivision surface and shrinkwrap) from top to bottom.
03. Select the mesh with the hair system(s).
04. In the Hair Tool toolbar, select Hair Operators -> Convert -> Transfer Hair System (Move to Empty Curve).
B. Convert Hair Curve object to Particle system:
01. In Object mode, select the created Hair Curve object.
02. If your hair curves are not 'real' (i.e., no curves are visible in Edit mode), bake them to 'real' geometry by pressing, within the Hair Tool toolbar Hair Operators -> Convert -> Bake All subSystems.
03. On the topbar, select Object -> Convert -> Particle System.
C. Prepare to export:
01. Select the created particle system on the mesh with the hair system(s), in the Particles tab.
02. Under the sections Render and Viewport Display, uncheck "Show Emitter".
03. Under the section Render, within Path, increase the number of Steps to 7.
04. Under the section Viewport Display, increase the number of Strand Steps to 7.
D. Export to alembic (.abc):
01. Select the mesh with the hair system(s).
02. Go to File -> Export -> Alembic (abc.) in Blender.
03. In the export window:
- Set scale to 100
- Frame End to 1
- Enable Selected Only and Visible Only
- Set Use Settings to Viewport
- Disable all options under Geometry
E. Import to UE5:
01. Make sure that the plugin 'Alembic Groom Importer' is enabled.
02. Import it as any other asset to your desired location. If the asset was properly exported, UE5 will automatically open the Groom Import Options window.
03. If your imported asset is with the wrong rotation or wrong mirror axis, you can correct this in the Groom Import Options window.
I created a hairstyle in blender Hair Tool, but when I export it as fbx to other programs, the uw maps disappear. how to make an application for this uw? do you have a video explaining this? or which one? thank you in advance.
Please use - joseconseco.github.io/HairTool_3_Documentation/convert_hair/#finalize-hair , Blender build-in covert to mesh will mess up the uvs. Then export the resulting mesh
@@bartoszstyperek6306 Thank you, my master.😁❤
@@bartoszstyperek6306 Thank you, my master.😁
@@bartoszstyperek6306 Thank you, my master.
@@bartoszstyperek6306 😁
there is not any e-mail for customer support. And the tool is awful. She described (ua-cam.com/video/voUkL6k8VX4/v-deo.html) how to make 3d printable hair, but actually your tool does not this functionality. Just waste of money and time. totally disappointed
Hi, for support use joseconseco.github.io/HairTool_3_Documentation/#support . I put all the usefull links in the front page of Hair Tool gumroad page (for docs, quick start, support, etc). I can't force people to read it. I'm not sure how else I'm supposed to expose these to customers...
ctrl + shift + h doesn't work for me
Try this: go to addon preferences > Hair TOol > Hotkeys - and see if there are any missing ones. There are buttons to reset broken hotkeys.
You must be on mac I forgot what you had to click for it to work