Generate XGen menu

XGen

XGen Editor
If your scene contains an XGen Description, such as a hair groom or instanced geometry, the XGen Editor appears. Otherwise, the Getting started with XGen screen appears. Follow the on-screen instructions to start a hair groom or instance geometry.

The XGen Editor lets you create and edit hair, fur, and instanced geometry using XGen Descriptions.

XGen Library

Opens the XGen Library Window, which lets you create hair, fur, and instanced geometry from selected XGen presets.

See Create hair or fur using an XGen preset.

Create Description
Opens the Create XGen Description window, which lets you create hair, fur and instanced geometry.

See Create hair and fur with gooming brushes, Create hair or fur with spline curves, and Instance primitive and archive geometry.

Import Collections or Descriptions
Opens the Import Collections or Descriptions window, which lets you load Collection (.xgen) or Description (.xdsc) files into the current scene.
Note: When you import a Description into the current scene, the target surface geometry must have the same topology as the original geometry. Otherwise, any Ptex maps associated with the Description have no effect.

Select Generate > Import Collections or Descriptions to set Import Collections or Descriptions options.

Export Collections or Descriptions

Opens the Export Collections or Descriptions window, which lets you save Collection (.xgen) or Description (.xdsc) files. You can load Collection or Description files into the current scene or other scenes.

Select Generate > Export Collections or Descriptions to set Export Collections or Descriptions options.

Export Selection as Archive(s)

Opens the Export Selection as Archive(s) window, which lets you save Maya geometry in a scene file as XGen archive geometry. When you export the geometry, Maya creates archive (.xarc) files and other files that contain information about geometry, its shading network, and render proxies.

Select Generate > Export Selection as Archive(s) to set Export Selection as Archive(s) options.

See also Create custom archives.

Batch Convert Scenes to XGen Archive(s)

Opens the Batch Convert Scenes to XGen Archive(s) window, which lets you convert Maya geometry in selected scenes to XGen archive geometry. When selected for conversion, Maya creates archive (.xarc) files (and other supporting archive files). For information about the files created in the conversion, see Custom archive primitives and Create custom archives.

Select Generate > Batch Convert Scene to XGen Archive(s) to set Batch Convert Scenes to Archives options.

Convert XGen Primitives to Polygons

Lets you convert instanced XGen spline primitives to polygon objects.

Select Generate > Convert XGen Primitives to Polygons from the to set Convert Primitives to Polygons Options. See also Convert XGen hair and fur to Maya geometry.

Import Preset
Opens the Import Preset window, which lets you apply an XGen preset Description to the selected mesh. Use XGen presets as a starting point for hair and fur grooms and instanced geometry or as a way of creating shot-based grooms, landscapes, and environments. XGen presets are topology independent.

You can also select Genetrate > Import Preset from the XGen Editor to set the Import XGen preset options. See also Create hair, fur, or instanced geometry using XGen presets.

Export as Preset
Opens the Export Preset window, which lets you save the selected Description as an XGen preset. You can then apply the preset to other mesh objects. Presets also provide a way of sharing and transferring XGen Descriptions in production pipelines.

Select File > Export Preset from the XGen Editor to set Export Preset options. See Save hair, fur, or instanced geometry as XGen presets.

Important:
  • You cannot create XGen presets from a groomable splines Description.
  • If you save a preset that contains Ptex-based mask or region maps, Maya creates a Ptex map expression with the necessary connections in the preset file. You must repaint the map values on the preset's target mesh (see Create hair or fur using XGen presets).
  • XGen presets do not support animated attributes.
  • You must have the mental ray for Maya plugin loaded to save hair, fur, or instanced geometry as XGen presets.