-
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
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
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
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
to set
Batch Convert Scenes to Archives options.
- Convert XGen Primitives to Polygons
-
Lets you convert instanced XGen spline primitives to polygon objects.
Select
from the to set
Convert Primitives to Polygons Options. See also
Convert XGen hair and fur to Maya geometry.
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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
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
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.