I’ve trying to replicate Aerith in FF7r using Metahuman recently, and met some problems that keep me troubled for days.
I extracted Aerith’s hair mesh and wrote a script in Blender to shrink each hair card to a line of vertices in order to convert the hair to curve and export to Groom in Unreal.
However, hair root and tip still need to be assigned manually while I can find nothing about how to do this. To my first thought it should be vertices index, but I tried sorting vertices in Blender, still the same in Unreal.
The curvy braid doesn’t seem to be a problem but there are 2 knots on it, since Groom only deal with hair, I still can’t come up with an idea on how to apply physics on them correctly.
Any help or disscussion is appriciated.
So this turns out to be a Blender question. I found curves have first and last and can be switched in Blender, then I worte another script to help me bulk process a group of curves and it’s done!
But how to handle hair trinkets still remains unsolved.