Groom binding moves my hair up by 2 units

samuelthomson
Thu, 17 Mar 2022 16:44:00 +0000
Character & Animation

Hello, I’ve made a groom hair asset in maya and imported it into Unreal5, then created a binding and added the groom asset to a metahuman blueprint that I have, along with the binding. Everything looks fine, but as soon as I apply the binding to the groom component in the blueprint, the hair groom jumps up by around 2 units in the z axis, so it’s floating slightly above the head.

I created the groom in maya using the metahuman head geometry that I’m using in my BP, and it looks fine and in the correct position until I assign the groom binding (when it moves up around 2 units). I don’t know what to do about this, as there aren’t really any import settings for the groom, or settings on the groom binding asset for adjusting the transform position.

I had a similar issue in UE4, but I simply moved the groom component’s transform position down 2 units in the blueprint details panel, and that worked. If I try that in UE5, it doesn’t work - when I try to edit the component transform, the groom’s position doesn’t seem to change.

I’m really stuck and have an approaching deadline, any ideas?

15 posts - 12 participants