More results...

Generic selectors
Exact matches only
Search in title
Search in content
Post Type Selectors

More results...

Generic selectors
Exact matches only
Search in title
Search in content
Post Type Selectors
Under Construction
How to add iClone/Character Creator clothes to MetaHumans

You can now use iClone and Character Creator clothing on MetaHumans, with a workflow developed by StyleMarshal aka Bassline303 on the Reallusion forums.

The process has some important caveats.

  • It is only for Character Creator 4.4 and Unreal Engine 5.4 (full release, NOT preview)
  • This workflow is experimental. It may not work for you.
  • This process requires special ‘morph sliders‘ to be installed inside of Character Creator 4. These morph sliders are made by StyleMarshal, using R3DS WRAP to re-wrap MetaHuman-sized body with the correct CC3+ topology. However, the bones are NOT CORRECT. So you cannot use the resulting characters for animation. They are ONLY suitable to use as clothing mannequins.
  • You can problem solve issues with these two official documents:

Okay so let’s go through the process. 



  1. Download the MetaHuman morph sliders pack here.
  2. The files will come as a RAR. Un-rar them, so you end up with 18 individual ‘.ccCustomSlider’ files.
  3. Make sure Character Creator 4 is closed, then move all those 18 files into this specific folder on your hard drive:
    C:\Users\Public\Documents\Reallusion\Reallusion Custom\Actor\Avatar Control
  4. OpenCharacter Creator 4, and it might take a while to open but just leave it to process.
  5. Once it opens, click the top CHARACTER MENU, and go LOAD NEUTRAL BASE > CC3+.

  6. IMPORTANT: Below the viewport, find the “Remove” button and click the little triangle on the side. Then in the menu that pops up, click “Restore Bind Pose”.
  7. In the Modify panel, click the Morphs tab.

  8. Click ‘MetaHuman‘.
  9. Then you’ll see 18 sliders for MetaHuman body codes.
  10. Move your chosen slider all the way to the right.

Okay your body should now look like the MetaHuman body base that you want. Don’t worry if the eyes look strange and the head isn’t right, this process is just about the body.


  1. Now add whatever piece of clothing you want. (Simpler clothing works best. Try to keep the item under 13,000 triangles. Avoid pockets and stitches – they can crash Unreal. It’s unknown exactly what works and what doesn’t, sorry!)
  2. Adjust the fit of the clothing to the body in the standard way you do with all clothing in Character Creator. There are lots of tutorial on YouTube that cover that process.
  3. Okay once you’re happy with your clothing, go into the scene panel, and select your piece of clothing.
  4. Go to FILE > EXPORT > OBJ > “Selected Item”.
  5. In the dialogue box, change the AXIS to “Z-up”, change MOTION to “Current”, and make sure “Export Material” and “All Textures” are ticked in the options. Then click “Export”.

  6. Name your file and save it.



  1. Go to the Epic Games Launcher, library tab,
  2. Launch Unreal 5.4. 
  3. Create a new project with the FILM & TV template. (Raytracing and starter content are optional.)
  4. When the Unreal project loads, go to EDIT > PLUGINS.
  5. Search for “chaos
  6. Enable “CHAOS CLOTH ASSET”. It will prompt you that they are experimental, and just agree to that. It will also say to restart but don’t do that yet.
  7. Enable “CHAOS CLOTH ASSET EDITOR”. Again, agree to the prompt about it being experimental, and DON’T restart.
  8. Close the plugins window.


Now we need to add a MetaHuman to the project, but it needs to have all of its arms and legs visible, so we need to make a custom MetaHuman. The MetaHuman must have ‘none’ chosen for the Top and Bottoms options for clothing, as described below.

  1. In a web browser, go to the MetaHuman Creator website:
  2. Change the dropdown to “Unreal 5.4“.
  3. Create a MetaHuman with the same body dimensions that you chose for the slider in Character Creator.
    (eg. If you used the “f_tal_nrw” slider, for example, you need to make sure that the custom MetaHuman is female, and under body proportions you make it medium height and normal weight.)
  4. Click on Tops, and choose none.
  5. Click Bottoms, and choose none.
  6. Click shoes, and choose flip flops.
  7. Name your character, and I’d suggest you add “No Clothes” at the end of its name.
  8. Logout from the MetaHuman Creator website.


  1. Back in Unreal, click the “Quick Add” button on the top ribbon, then open Quixel Bridge.
  2. Sign in, then click MetaHumans, then My MetaHumans.
  3. Click the tile for your custom MetaHuman with no clothes.
  4. Choose the highest quality, and click to download it.
  5. Click the “ADD” to add it to the project.
  6. Close the Quixel Bridge window.
  7. Drag the MetaHuman blueprint into your scene, and click to enable the missing plugins. Then click to restart the engine.
  8. Once it restarts, in the Outliner click to edit your MetaHuman’s blueprint.
  9. In the Components panel, click LOD Sync.
  10. In the details panel, change the number of LODS to 1, and the forced LOD to 0. (This is important, otherwise the clothing item will act strangely later. It seems to need the resolution of the LOD 0 mesh to work properly.)
  11. Click COMPILE, then SAVE, and minimize the MetaHuman editor window.
  12. Set your engine’s scalability settings to EPIC or CINEMATIC, otherwise the clothing won’t drape properly on your MetaHuman in later steps.


  1. In the Content Browser, create a new folder called “Clothing” and open it.
  2. Create a new folder with the name of your clothing item, and open it.
  3. Right-click and choose “Import to Game”.
  4. Find the OBJ you exported from Character Creator, and open it.
  5. In the “Interchance Pipeline Configuration (Import Content)” dialogue box, click the button at the top right to “RESET SELECTED PIPELINE“. Then click import.

  6. Check to make sure you have ended up with at least one Static Mesh, plus at least one Material and some Textures.
  7. Open the material.
  8. In the Details panel, it may be set to TRANSLUCENT, which can create some visual problems. You might want to change it to MASKED. Then click APPLY.


  1. In the Content Browser, right-click and go PHYSICS > ClothAsset

  2. Rename the new asset as “CA” and then the name of your clothing item. (eg. CAOrangeSweater)

  3. Double click to open your Cloth Asset. It will look like this:


  1. In the Dataflow graph, zoom in and pan across to the left, so you can see the first few nodes:

  2. Under the TRANSFORM POSITIONS node, right-click on the Dataflow Graph and type “Static“, then underneath CLOTH click “StaticMeshImport” to add that node.

  3. It will now look like this:
  4. Now, with the new “StaticMeshImport” node selected, to the right under ‘Static Mesh Import’ change the “Static Mesh” dropdown your imported clothing item’s static mesh.
  5. Now connect the OUTPUT of the “StaticMeshImport” node to the INPUT of the ‘TransferSkinWeights’ node:



  1. Click the ‘TransferSkinWeights‘ node.
  2. In the top left, change the SOURCE MESH to you full MetaHuman body, with arms and leg skin visible and with skin the correct color (NOT the grayscale body preview):
  3. Then click to ACCEPT:
  4. Click in the right top viewport:
  5. Press F on the keyboard, and your item should appear:

STEP 10. Weight Map

  • Now click the “AddWeightMap_MaxDistance” node:
  • In the top left, change the BRUSH SIZE to be very very small, until you can rollover the item and see the brush like this:
  • Paint the bottom of the items – or, the areas you want to simulate:
  • Now change the brush type to SMOOTH:
  • Paint over the garment, to smooth it
  • Now click ACCEPT


Step 11. Add physics asset

  • Click the “Set PhysicsAsset” node
  • Choose your physics asset:
  • Now you should be able to play through and preview the animation – in the next step

STEP 12. Add preview animation and problem solve

  • Click on the Preview Scene Settings tab
  • Change the “Skeletal Mesh Asset” to your full MetaHuman body, with arms and legs visible (NOT the preview mesh!)
  • Change the “Animation Asset” dropdown to an animation that tests the movements.
  • If you don’t have a test animation, you can add one easily. Go to your Content Browser, then click the +ADD button, then choose “Add Feature Or Content Pack”, then add 3rd person. Then in the content browser, search for “walk”.

    Then right-click on “MF_Walk_Fwd” and go RETARGET ANIMATIONS

    Then just change the TARGET SKELETAL MESH to be your metahuman type, then choose the animations you want, then click EXPORT ANIMATIONS and save them:

    You’ll then be able to choose those animations in the Cloth Asset panel:

STEP 13. Problem solving

You will end up with something like this:

The physics asset will not be great, so it will have ‘poke through’ as above. This isn’t an in-depth tutorial on mastering the new Cloth Physics Editor, so unfortunately you will need to dive in and experiment. This feature is experimental and it’s currently difficult to make it “perfect”. However, the new ‘kinematic collider’ can solve the problems – check out this official document and scroll down to where they discuss how they added the ‘kinematic collider’ for Project Talisman:

Also, of course, you’ll need to HIDE BODY PARTS of the MetaHuman for some items – to avoid big mesh breakthrough, just like with any other clothing item for MetaHumans. That process is beyond the scope of these instructions.




© Seabridge Films 2024. No warranties are made for the accuracy of content on this website. For educational purposes only. Please do not reproduce, in whole or in part, any resources in this website without express written permission.

Use of code from this website, including scripts and Python-based plugins, is at your own risk.