Convert XGen hair and fur to Maya geometry
You can convert hair and fur created by default splines Descriptions to Maya polygon
mesh objects. Converting hair or fur to geometry does not alter the original groom.
This means you can easily create multiple variations of your hair and fur by modifying
the Description and then generating additional polygon versions. Shaping hair and
fur in XGen, and then converting the groom to low-res polygon strips is an ideal way
to create hair for game characters and other game assets.
When converting hair and fur to Maya geometry, consider the following:
- By default, Maya generates a polygon mesh strip from each hair. For Descriptions
with a large number of hairs, consider reducing the Description's
value or converting a percentage of the hair density by using the (see below). Otherwise, Maya's interactive performance maybe affected. See
XGen Generator Attributes.
- Spans in the polygon meshes are created from the spline primitive CVs. To generate
higher resolution meshes, add more CVs to the spline primitives by increasing thevalue. See
Primitive Attributes.
- When Maya converts the spline primitives, it creates a node group named
<Description name>_convert
with
polygonSurface child nodes for each output mesh object.
Convert hair and fur using the
- Select the hair, fur, or instanced spline Description.
- Do one of the following:
- In the
menu set, select
.
- Select
.
- In the
Convert Primitives to Polygon Options window, specify the desired mesh generation settings.
- Click
to generate the polygon objects.
Convert hair and fur using the
- Select the hair, fur, or instanced spline Description.
- In the
, click the tab.
- In the
section, set
to.
- Adjust
to convert a percentage of your groom's overall hair density.
- Specify the desired mesh generation settings. These settings are the same as the
Convert Primitives to Polygon Options.
- Click
to generate the polygon objects.