Convert XGen hair and fur to Maya geometry

You can convert hair and fur created by default splines Descriptions to Maya polygon mesh objects. Converting hair or fur to geometry does not alter the original groom. This means you can easily create multiple variations of your hair and fur by modifying the Description and then generating additional polygon versions. Shaping hair and fur in XGen, and then converting the groom to low-res polygon strips is an ideal way to create hair for game characters and other game assets.

When converting hair and fur to Maya geometry, consider the following:

Convert hair and fur using the Convert XGen Primitives to Polygon Options

  1. Select the hair, fur, or instanced spline Description.
  2. Do one of the following:
    • In the Modeling menu set, select Generate > Convert XGen Primitives to Polygons.
    • Select Modify > Convert > Convert XGen Primitives to Polygons > .
  3. In the Convert Primitives to Polygon Options window, specify the desired mesh generation settings.
  4. Click Convert to generate the polygon objects.

Convert hair and fur using the XGen Editor Output Settings

  1. Select the hair, fur, or instanced spline Description.
  2. In the XGen Editor, click the Preview/Output tab.
  3. In the Output Settings section, set Operation to Create Geometry.
  4. Adjust Percent to convert a percentage of your groom's overall hair density.
  5. Specify the desired mesh generation settings. These settings are the same as the Convert Primitives to Polygon Options.
  6. Click Create Geo to generate the polygon objects.

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