Learn how to export Ornatrix hair from 3ds Max to Unreal Engine using the Groom system - and convert your Strands to Hair Cards fast and clean. This method keeps the exact shape of your groom, avoids crashes, and works with static hair for games and cinematics.
Timing:
0:00 - Showing the result we have in 3ds Max + Ornatrix. This is a quick example result.
0:06 - Export it to Ornatrix Alembic using these settings: Y-up, No Animation/Static Hair, Unreal Engine Export, Export Strand Rotation, Export Surface Position, and click Export.
0:26 - Then import the object into Unreal through the Groom Plugin. Don’t forget to enable it. Use these settings: Rotation X = -90, Z = 180, Scale X = -1.
0:31 - Drag the object into the scene and you’ll see the same result.
0:36 - Open the object settings and go to the Cards tab.
0:39 - Click the Add Card Asset button.
0:43 - Click Generate Hair Cards. The Card Generation Settings window will appear. Set approximately these values. But if you need fewer triangles, adjust the parameter. Each one has tooltips, so I won’t explain them here.
0:47 - Click Generate.
0:51 - As a result, we get the desired object made of HairCards. It doesn’t have a material assigned, since the purpose of the tutorial is to show how to get FBX HairCards from Strands, not how to work with this asset in Unreal.
0:57 - Export the asset to FBX.
1:02 - Also export any of the textures in the suggested format.
1:06 - Open it in Photoshop and extract the alpha.
1:16 - Check the result in 3ds Max, since the user’s question was about it.
1:34 - You’ll get an identical result, but now it’s HairCards.
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Happy viewing!
Best regards
Andrew.