[{"data":1,"prerenderedAt":344},["ShallowReactive",2],{"\u002F2020-05-10-ue4-blender-hair-groom":3},{"id":4,"title":5,"body":6,"date":320,"description":12,"extension":321,"meta":322,"navigation":325,"path":337,"seo":338,"stem":339,"tags":340,"__hash__":343},"blogs\u002F_legacy\u002F2020\u002F2020-05-10-ue4-blender-hair-groom.md","UE4使用Blender的HairGroom笔记",{"type":7,"value":8,"toc":304},"minimark",[9,13,16,33,38,47,50,53,60,63,67,70,73,79,82,95,98,101,107,110,115,118,124,127,133,137,141,144,150,153,159,162,165,168,171,174,180,183,186,189,195,201,204,210,213,216,219,222,228,231,237,240,246,249,254,257,262,265,268,273,276,281,284,287,290,293,298,301],[10,11,12],"p",{},"UE4最近更新了对HairGroom的支持，于是对其进行了一些测试。",[10,14,15],{},"当前使用的UE4版本为4.25.0，Blender版本为2.82a。",[10,17,18,19,26,27,32],{},"本文主要参考Jayanam的教程[",[20,21,25],"a",{"href":22,"rel":23},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=Oq0q8AmTnDU",[24],"nofollow","Blender 2.8 Hair Beginner Tutorial","]和Marvel Master的教程[",[20,28,31],{"href":29,"rel":30},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=vQIkyk0-TD4",[24],"Dynamic Hair Tutorial - Blender to Unreal Engine 4 Groom UE4.25","]。",[34,35,37],"h2",{"id":36},"ue4设置","UE4设置",[10,39,40,41,46],{},"这部分按照[",[20,42,45],{"href":43,"rel":44},"https:\u002F\u002Fdocs.unrealengine.com\u002Fzh-CN\u002FEngine\u002FHairRendering\u002FOverview\u002Findex.html",[24],"官方文档","]操作就可以了。",[10,48,49],{},"当然，跟着Marvel Master的教程做也是可以的。需要注意的是，当前Groom支持在实验阶段，所以有些部分可能会与实际操作不一致。",[10,51,52],{},"例如Niagra发射器的部分，按照官方文档操作之后",[10,54,55],{},[56,57],"img",{"alt":58,"src":59},"image","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb.png",[10,61,62],{},"Override Parameters并没有出现，由于并不影响实际效果，所以就先放置了。",[34,64,66],{"id":65},"blender内制作groom","Blender内制作Groom",[10,68,69],{},"教程里面是直接在导出的SkeletonMesh上做Groom的，默认情况下会从全体表面来发射头发，以功能验证而言倒是无所谓。",[10,71,72],{},"总之首先就是加个粒子系统，然后改成头发",[10,74,75],{},[56,76],{"alt":77,"src":78},"clip_image001","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image001_thumb.png",[10,80,81],{},"对于需要控制生长区域的情况，目前看主要有三种方法：",[83,84,85,89,92],"ol",{},[86,87,88],"li",{},"单独拉出Mesh用于头发发射",[86,90,91],{},"使用头发发射器的顶点组功能",[86,93,94],{},"使用贴图进行权重控制",[10,96,97],{},"似乎第三个方法主要用于微调的样子。",[10,99,100],{},"定点组的设置比较直观，使用贴图Mask的时候需要注意，必须调整贴图的影响方式",[10,102,103],{},[56,104],{"alt":105,"src":106},"clip_image0014","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image0014_thumb.png",[10,108,109],{},"完成粒子编辑后，将粒子转换为Curv",[10,111,112],{},[56,113],{"alt":58,"src":114},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-2.png",[10,116,117],{},"然后作Curv转换",[10,119,120],{},[56,121],{"alt":122,"src":123},"clip_image0016","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image0016_thumb.png",[10,125,126],{},"导出Abc，注意调整缩放",[10,128,129],{},[56,130],{"alt":131,"src":132},"clip_image0018","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image0018_thumb.png",[34,134,136],{"id":135},"导入ue4","导入UE4",[138,139,140],"h3",{"id":140},"头发导入",[10,142,143],{},"导入的选项直接参照教程即可，流程上似乎有些奇怪，不过现在似乎就是这样工作的",[10,145,146],{},[56,147],{"alt":148,"src":149},"clip_image00110","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image00110_thumb.png",[10,151,152],{},"导入之后，在Asset里面打开物理模拟",[10,154,155],{},[56,156],{"alt":157,"src":158},"clip_image00112","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image00112_thumb.png",[10,160,161],{},"此时可以将资源拖到地图中预览。",[10,163,164],{},"这边遇到问题是点开之后拖到地图里面没有反应，此时，将Asset直接添加到角色蓝图内，会发现能动了，但是没有跟随骨骼限制运动。这时再拖到地图里面就会有物理反应了，可能是哪里有bug。",[138,166,167],{"id":167},"基础导入",[10,169,170],{},"无论如何，要让效果跟随物理基础，需要再次做一下导入工作。感觉之后的版本应该会改进，不然这样操作很奇怪",[10,172,173],{},"在blender中删除转换后的Mesh，选中角色模型",[10,175,176],{},[56,177],{"alt":178,"src":179},"clip_image00114","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image00114_thumb.png",[10,181,182],{},"再导出一次abc，覆盖掉旧文件",[10,184,185],{},"在UE4的旧Asset上点击重新导入",[10,187,188],{},"需要重新设置物理模拟",[10,190,191],{},[56,192],{"alt":193,"src":194},"clip_image002","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image002_thumb.png",[10,196,197],{},[56,198],{"alt":199,"src":200},"clip_image003","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image003_thumb.png",[10,202,203],{},"这个时候就可以看到Groom的跟随骨骼动画的效果了",[10,205,206],{},[56,207],{"alt":208,"src":209},"clip_image004","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image004_thumb.png",[34,211,212],{"id":212},"头发试作",[10,214,215],{},"为了实际看看Groom的头发大概是什么风格，这边简单的进行了下测试",[138,217,218],{"id":218},"顶点组绘制控制",[10,220,221],{},"在模型上添加一个顶点组",[10,223,224],{},[56,225],{"alt":226,"src":227},"clip_image00116","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image00116_thumb.png",[10,229,230],{},"然后将模式切换到权重绘制模式",[10,232,233],{},[56,234],{"alt":235,"src":236},"clip_image0024","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image0024_thumb.png",[10,238,239],{},"这个时候就可以在模型上绘制顶点组的范围了",[10,241,242],{},[56,243],{"alt":244,"src":245},"clip_image0034","\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fclip_image0034_thumb.png",[10,247,248],{},"绘制完成后在粒子的顶点组里面将density指定到这个顶点组",[10,250,251],{},[56,252],{"alt":58,"src":253},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-3.png",[10,255,256],{},"就不会从整个头上发射头发了",[10,258,259],{},[56,260],{"alt":58,"src":261},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-4.png",[138,263,264],{"id":264},"粒子调整",[10,266,267],{},"切换到粒子编辑模式随便梳理一下头发",[10,269,270],{},[56,271],{"alt":58,"src":272},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-5.png",[10,274,275],{},"这里可以通过选项让梳理的时候能够看到子粒子的效果",[10,277,278],{},[56,279],{"alt":58,"src":280},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-7.png",[10,282,283],{},"这个梳理模式(粒子编辑器)还是挺强大的，有看到教程是直接从空白处开始刷出粒子的，不过由于没有什么美术细胞，就只能从简了。",[10,285,286],{},"按照教程里面的进行导出操作，就可以看到效果了",[138,288,289],{"id":289},"效果",[10,291,292],{},"努力进行了一番效果调整后，结果是这样的：",[10,294,295],{},[56,296],{"alt":58,"src":297},"\u002Fwp-content\u002Fuploads\u002F2020\u002F05\u002Fimage_thumb-1.png",[10,299,300],{},"由于全局只用了一个发射器，尤其是没有做前发的部分，所以效果不是很好。另外，不知是没有处理好头发的效果，还是过于写实的原因，感觉Groom的和动画风格的模型有些不匹配。",[10,302,303],{},"本来是想拉个双马尾的，但是由于对Blender的操作还不是很熟悉，最后放弃了……感觉要达到ArtStation上看到的大神们做出来的效果对我而言暂时似乎是不太可能的。",{"title":305,"searchDepth":306,"depth":307,"links":308},"",2,3,[309,310,311,315],{"id":36,"depth":306,"text":37},{"id":65,"depth":306,"text":66},{"id":135,"depth":306,"text":136,"children":312},[313,314],{"id":140,"depth":307,"text":140},{"id":167,"depth":307,"text":167},{"id":212,"depth":306,"text":212,"children":316},[317,318,319],{"id":218,"depth":307,"text":218},{"id":264,"depth":307,"text":264},{"id":289,"depth":307,"text":289},"2020-05-10","md",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