A new Ornatrix App tutorial is out, and this one is about reuse: one hairstyle applied to many different heads, including a custom MetaHuman.
Part 1. Different heads, same groom
Ornatrix App has a Human operator that creates a head right in the viewport. In the Identity section you set gender, ethnicity, seed and variation, and every change gives you a new head. I applied a long hair preset through Graft Groom, and the scalp aligned to the head automatically. After that I only changed the Human parameters, and the same groom adapted to each new head shape.
Where hair started to cut into the head, I added Push Away From Surface above the groom. It keeps working when the head changes, so it doesn't need re-tuning for every new variation.
Part 2. From Ornatrix App head to MetaHuman
- Export the head from Ornatrix App as Alembic, with Unreal Engine as the target host.
- In Maya, import the MetaHuman conform topology head and align your Alembic head to it. Freeze and reset transforms, delete history, export as FBX.
- In Unreal Engine, import the FBX and create a MetaHuman Character.
- In MetaHuman Creator, go to Import, choose From Custom Mesh (Head and Body), pick your head mesh and run Auto Solve.
- Enable Create Full Rig, then use DCC Export. You get head DNA and body DNA in the export folder.
Part 3. Back to Ornatrix App
The MetaHuman import in Ornatrix App finds your Unreal projects, so you can load the new head directly. One detail worth knowing: the head is not placed at the origin but at its real height, roughly 150 cm or more depending on the MetaHuman. From there, Graft Groom works the same way as before, and the scalp aligns to the MetaHuman head automatically.
The MetaHuman project setup itself is covered in Marsel Khadiyev's previous tutorial, so if you haven't set one up yet, start there.