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Now we will take our particle systems
and get them into Unreal Engine.
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I will show you how to import the hair,
how to attach it
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to your metahuman character
and how to change the behavior
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and look of the hair.
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Before exporting,
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let's have a quick
look at what we actually have here.
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We have first created the top hair,
which consists
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of a number of different planes
that function as hair emitters.
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Then we have the head mesh
that has 4 hair particle systems:
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The ShortHair, two breakaway hair layers
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and the flyaway hair.
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One thing to pay attention to
is the number of children.
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I sometimes forget to set
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the render amount to the same number
that I used for the display amount.
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So if you see discrepancies in the look of the hair
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between what you see in the viewport here
and what you get in Unreal Engine,
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it might well be that your render amount
has not been adjusted.
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And second, make sure the Show Emitter checkbox
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is deactivated for the head and the planes.
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Otherwise, you will export the emitters
along with the hair.
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When this is all set,
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we can now select all emitters,
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which is the head mesh
and the planes for the top hair,
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then go to export and choose Alembic.
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Let's go through the export settings.
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First of all, the scale.
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You might have already noticed
that when you import
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your OBJ character mesh from Mesh Morpher,
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it's scale is very big.
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It's actually 100 times bigger than the normal size.
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So when we export the hair,
we can leave the scale at 1.
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If your head mesh is scaled to the normal size,
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you might have to set the scale to 100.
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This setting is no deal
breaker, by the way.
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You can always change the transformation
of your assets in the import settings in Unreal.
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If the scale or rotation
of the imported asset is off,
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you can simply change the transformation settings
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and re-import.
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Next, we don't have any animation here,
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so we set frame start and end to 1.
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A very important setting is this part here.
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Also, there is a small difference
between Blender 2.9
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and Blender 3.0 for these settings.
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Let me quickly show you what those are.
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Let's start with Blender 2.9.
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Your options here are
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"Selected Objects", "Renderable Objects"
and "Visible Objects".
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We always want to check Selected Objects,
but there is a difference
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between what happens when you choose
either of the other two.
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I will export both options
and then re-import them in blender.
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If you select Renderable Objects,
for some reason, Blender will export
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the emitter objects - so in our case,
the head and planes - along with the hair.
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Only the Visible Objects option
does what we need it to do and exports
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the hair only.
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In Blender. 3.0,
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we don't have the Renderable Objects option anymore.
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So we check Selected Objects
and Visible Objects.
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And the neat thing in Blender 3.0
is, that they introduced
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this option here, where you can select
which settings you want to use.
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This refers to your settings and the
particle details panel.
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Here, you can choose either one,
but just make sure that the corresponding
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"Show Emitter" setting for the hair is deactivated.
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Since I created my hair in 2.93,
I will export with these settings.
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Selected Objects and Visible Objects ticked.
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We can leave all the rest of the settings on default.
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You see here at the bottom
that the hair particles will be exported
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We can now open up
our Unreal Engine project.
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First we need to activate the plugin
that will allow us to import
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groom assets.
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Open the plugin settings
and search for Alembic.
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Activate the Alembic Groom Importer plugin,
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and restart the engine.
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Now let's create a new folder for the hair
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and drag and drop our exported
alembic file into it.
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You should see this import dialog window.
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in case you see something different,
like the normal alembic import dialog,
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then you need to look into your export
settings in Blender again.
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It might be that you have exported
the head mesh along with the hair.
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Depending on the orientation
of your mesh in Blender,
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you might need to adjust
the transformation settings here.
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I will leave them on default for now,
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to show you how to adjust them after importing.
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Now let's open up the hair asset.
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Everything looks good so far
except for the rotation.
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If we drop the asset into the level,
we can check what we need to adjust.
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So apparently we need to rotate it along
the Z and the X axis
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Also, if you look at the hair closely,
the part where I removed some hair
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for the scar on the left temple,
seems to be on the right side.
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So we also need to flip it.
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Rightclick on the hair asset
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and select Reimport With New File.
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Now let's set the X rotation to 90
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and the Z rotation to -90
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and the scale to -1 on the Y axis
in order to flip it
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and click import.
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Yep, the orientation is now fixed
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and we can proceed with attaching the hair
to the character.
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For this I will open up the Hero blueprint
and in the blueprint components
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let's select the hair component
and under Groom,
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search for our imported Hero_Hair asset.
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Uh, that's not how it's supposed to look like.
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So, the reason why it might look clipped
and all weird, like in my case,
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is that the settings for
the hair were pre-adjusted,
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especially the hair clip length
has something to do with it.
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Just click on the little arrow
here to reset the value, and boom,
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we now see what we would expect to see.
Although the hair is now
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part of the character blueprint, it is not
actually attached to the head yet.
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The fix is quite easy.
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Just right click on the hair asset
and create a binding asset.
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Choose your head mesh
as the target and click Create.
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Back in the blueprint,
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simply assign the newly created
binding asset in the groom settings.
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Now the hair follows along
with the character movements.
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And not only that, it also responds
to the facial deformations.
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Right. Now, let's have a look at the options we have,
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to adjust the look of the hair.
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Open the material instance
from the blueprint and play around
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with the customization options,
the metahuman hair shader provides.
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For example, you can change the saturation
the melanin concentration, whiteness,
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or even dye the hair in any color
you want.
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The hair asset itself also comes
with a lot of customization options.
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In Strands tab, for example,
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you can adjust the hair thickness,
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root and tip scales, shadow density
and other things.
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Since groom assets are quite heavy
on performance,
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You can even quickly set up
an LOD system for your hair.
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In the LOD tab,
you can click on the plus icon
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in the top right corner.
Unreal will automatically set up reduction settings
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for the hair strands for each additional LOD,
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which you of course,
can also adjust to your liking.
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Now, let's check the LOD system
in the viewport.
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Select the LODsync component,
and instead of forcing LOD0,
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set it to -1,
which will activate the Auto-LOD system.
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If we move away from the character,
you see how our hair gets reduced,
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using the LODs we have just set up
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It seems that apart from the hair, there are
a couple of weird issues going on
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when LOD1 or higher are activated,
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which we will need to fix.
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First, the textures on the head disappear
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as soon as the character goes to LOD1.
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And second, the beard disappears
quite quickly, which looks weird.
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The reason for the disappearing textures
is that in contrast to the body,
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the head actually uses different
material instances for each LOD.
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So let's fix that first.
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Open up the head mesh and pick LOD1.
For the first material slot
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choose the main head shader
instead of the LOD1 shader.
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Then go through all the other LODs,
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and repeat the process.
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Alright.
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The disappearing texture is now fixed.
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For the beard:
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Select the beard component in the
blueprint and open up the groom asset.
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in the LOD tab,
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you will see that for some reason
the beard is set to non-visible for LOD2
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and higher, and the geometry type is set to cards.
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Let's change that.
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Activate visibility
and set the geometry type to strands.
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Yes! Now everything is fixed
and our character is finally complete.
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Well, guys, this concludes
the first part of this course.
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You should now have a solid understanding
of the whole workflow
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of customizing a MetaHuman character.
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In Part 2, we will look into the pipeline
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of creating clothes and accessories,
which is not necessarily specific
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to metahumans only,
but can be applied to any character.
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We will also look into video production
using metahumans.
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We will set up a retargeting system,
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create an animation sequence
and render a short video.
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And finally, I will show you how to set up
a third person player character
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with a metahuman
and custom locomotion animations.
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If you have any feedback, please let me know.
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I hope you enjoyed the content so far
and see you in Part 2 of the course!
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