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Under Construction
Making the “VIRTACLOTHES” MetaHuman clothing packs on the Unreal Marketplace

I have some cheap MetaHuman clothing packs on the Unreal Marketplace that I call “VIRTACLOTHES“.

VirtaClothes Pack 1
(simple MetaHuman clothing for previsualization and rough mockups)
VirtaClothes Pack 2
(simple MetaHuman clothing for previsualization and rough mockups)
VirtaClothes Pack 3
(simple MetaHuman clothing for previsualization and rough mockups)

They are a wide variety of simple, generic clothing for MetaHumans. They are only meant for use for rough mockups and previsualization. But they are not AAA-game quality, and have many visual defects inside of Unreal. They are purely a placeholder for higher quality clothing.

 

How I make the “VirtaClothes” Packs

The following is my process for making the VirtaClothes packs.

Get the Maya source file for your MetaHuman

  1. Make sure you have the desktop version of Quixel Bridge installed on your PC. That is, it’s the STANDALONE version of Quixel Bridge – not the version that launches inside Unreal Editor.
  2. Now open up the standalone Quixel Bridge and go to “MetaHumans“, and click on a UE5 MetaHuman tile that is fully colored – which means it is the absolute latest version of the MetaHuman body rig. If you want to use a character that only has a black and white tile, you need to open up MetaHuman Creator and update your character.
  3. Okay, so in the standalone Quixel Bridge, with a MetaHuman tile clicked, make sure you have “8k resolution” showing in the dropdown, and then click the hamburger menu and click on “Download Settings“, then click the “Models” tab, and make sure MetaHumans is set to “UAsset + Source Asset“.
  4. Now go ahead and download your MetaHuman. Once it finishes downloading, right click on the MetaHuman’s tile and then clickGo to files“.
  5. This will open a Windows Explorer window, and it will show the source files for your MetaHuman. Open the folder called “8k“, then “asset_source“, “MetaHumans“, then a folder with the name of your MetaHuman, then “Source Assets“, then you’re going to see a file that ends in “.ma“. For example, “m_med_nrw_body_rig.ma“. That is your MetaHuman Maya source file.
  6. Duplicate that source file, and change the name to add “_clothing” at the end (for example, “m_tal_nrw_body_rig_clothing.ma“).
  7. Open up that new “.ma” file in Maya 2024.

Adjust the MetaHuman source file.

  1. In the Maya Outliner, type “combined” in the search bar, then expand the “export_geo_GRP” to get to your combined mesh (eg. “m_med_nrw_combined_lod0_mesh“) and select it.
  2. Go to the FILE menu, and click the BOX next to “Export Selected”.
  3. Change the FILETYPE to OBJ and click EXPORT SELECTION.
  4. Save the file. Optionally, you can name it the same as the combined mesh (eg. “m_med_nrw_combined_lod0_mesh.obj“).

xxx

  1. Open Marvelous Designer
  2. Go to FILE>IMPORT>OBJ
  3. Find the OBJ you just exported from Maya, select it and click OPEN
  4. In the next dialogue box, make sure that:
    • the LOAD TYPE is set to OPEN
    • the object type is set to AVATAR
    • the scale is set to CM
    • the AXIS conversion dropdowns are set to Y, Z(up) and X, in that order.
    • the option INVERT is enabled underneath the X axis dropdown
  5. Click OK
  6. The MetaHuman body should now be in the viewport. Go to the 3D Garment top menu and click on “Create Fitting Suit”
  7.  In the next window, the defaults should work fine. Click APPLY, then SAVE. In the next dialogue box, name the file as “MHAVATAR_” and then the name of your body type, for example “MHAVATAR_m_med_nrw“.
  8. Now click CANCEL to close the fit dialogue box

Create/fit existing clothing

Now create a garment from scratch or add an existing garment to the scene and ‘fit’ it properly to your character’s body.

 

KEEP WORKING ON THIS:

 

Double click the “m_med_nrw_body_rig.ma” file to open it in Maya.

You may get some errors, just click OK.

Go to file menu > SAVE SCENE AS. Name it as “m_med_nrw_body_rig_Y-UP.ma” (it must stay as a .ma file, not a .mb file)

Go to windows > SETTINGS PREFERENCES > PREFERENCES. Click on SETTINGS. Change the world coordinate system to Y.

In the outliner, drill down the “Skeletons” object, then “driveskeleton”, then click on “root_drv”. In the CHANNEL BOX, change “ROTATE X” to -90

The viewport camera will be behaving a little strangely, so
go to VIEW> VIEW ALONG AXIS >-Z. Then go VIEW>CENTER VIEW OF SELECTION.

Now go FILE > SAVE SCENE to save the progress.

Now go FILE > SAVE SCENE AS and save it as “m_med_nrw_body_rig_Y-UP_rigged.ma”.

Now we need to make a T pose then add human IK rig.

Activate channel box/layer editor
Click on the upper right arm. And change ROTATE Y to -55
Then click just above the right wrist, and change ROTATE Z to 36
Now do same for left arm. So… Click on the upper right left. And change ROTATE Y to -55
Then click just above the leftwrist, and change ROTATE Z to 36
HUMAN IK
click brown root joint
open human ik tab (WINDOWS > ANIMATIONEDITORS > HUMAN IK)
Change CHARACTER dropdown to none
Click “Create Character Definition“
Click blue button and in dropdown choose RENAME CHARACTER
type in “MH_m_med_nrw” And click ok
Now click brown root again and click blue button and EDIT CHARACTER DEFITION > LOAD CHARACTER DEFINITION TEMPLATE
Now click the dropdown and choose METAHUMANUE5_V1
(
if you dont have that option, go to:
http://www.virtualfilmer.com/hikchar/MetaHumanUE5_V1.xml
And put it here:
C:\Users\YOURUSERNAME\AppData\Roaming\Autodesk\HIKCharacterizationTool6\template
)
Enable “Match all bones with prefix:” and DELETE the text in the text field
Click OK
Now in the Human IK tab, click the padlock icon
Just above that, change the source dropdown to CONTROL RIG
Now marquee select everything in the viewport, and in the DISPLAY tab click on CREATE LAYER FROM SELECTED, double click the title of the newly made layer and call it “BODY_CR_EFFECTORS”. click the V on that layer to hide it.

Now marquee select everything in the viewport, and in the DISPLAY tab click on CREATE LAYER FROM SELECTED, double click the title of the newly made layer and call it “BODY_CR_CONTROLS”. click the V on that layer to hide it.

In the HUMANIK tab, click on the CHARACTER dropdown and if there are other characters, enable them and then switch to the DEFINITION Tab and click delete

In the timeline, go to frame 0.

In the outliner, click on “MH_m_med_nrw_Ctrl_Reference”. Go to the SELECT menu and choose HIERARCHY.

Press S on the keyboard to set a keyframe.

go to frame 1. Press S on the keyboard to set a keyframe.

Now click on the character’s left upper arm, and set to ROTATE Y of 55.

Now click on the character’s right upper arm, and set to ROTATE Y of 55.

Now click outside of the character, then click one of the upper arms, hold down shift and click the other. press S on the keyboard to set a keyframe.

Now frame 0 will have a tpose and frame 1 will have an A pose.

While you’re still on frame 1, in the outliner drill down the “export_geo_GRP” object, then “m_med_nrw_lod0”, but don’t click on the “mesh” item yet.

In the outliner drill down the “Skeletons” object, then “Driver Skeleton” then click on “root_drv”. Then go to the SELECT menu and choose HIERARCHY.

Now hold down shift and click the COMBINED MESH item with the word combined as part of its name.

Go up to the FILE menu and click the box to the right of “Export Selection…”.

In the dialogue box that appears, change the “File Type” dropdown to FBX export, then click EXPORT SELECTION. In the next dialogue box, name your file and click EXPORT SELECTION.

Name the file as “m_med_nrw_RIGGEDAPOSE.fbx”.

A “warnings and errors” dialogue box will appear, but just close that.

Now you can go FILE SAVE SCENE, and we can leave Maya for a while.

In Marvelous Designer, go FILE > IMPORT > FBX. Find the FBX you just exported from Maya and open it.

In the next dialogue box, click RESET at the bottom. The SCALE should be set to MM. Then click OK.

Right-click the avatar in the 3D WINDOW, hover over MOVE AVATAR and click on TO GROUND.

Go to the 3D Garment top menu and click on “Create Fitting Suit”

In the next window, click RESET.

Now go through and add three dots to each line that it asks for, starting with the upper neck.

Once you’re finished adding the lines, click APPLY, then SAVE.

In the next dialogue box, name the file as “RIGGEDTPOSE_m_med_nrw” and save it.

Now click CANCEL to close the fit dialogue box.

 

========

 

C:\Users\Toby\Documents\maya\projects\default\cache\alembic

 

 

 

Export garment

Export the garment as an FBX.

Import the garment into Maya

Import the garment into Maya.

‘Bind’ the garment to your skeleton

Ok, in the outliner, click on “body_joints”, then right click and choose “select set members”. Hold down shift and click on the garment mesh. Now go into the Skin menu and choose “Bind Skin”.

Copy skin weights.

The skin is bound now but it’s not yet correct because the skins weights are wrong. So in the outliner, click on the character’s lod0 “combined” mesh, then hold down shift and click on the garment mesh, then go into the Skin menu and choose “copy skin weights”.

Fix garment tearing

  1. In the viewport, rotate the character’s arms and legs and you’ll see that there is probably “tearing” in various areas.
  2. To fix this, we can use a technique called “hammering”.
  3. Select all of the “edges” on the garment that we want to affect.
  4. So in the outliner, click on the garment . Then at the top of the viewport, click the “isolate” button (it’s three buttons to the left of the X-ray joints button).
  5. Go into EDGE mode (spacebar then Edge?)
  6. Marquee select the item you want to hammer
  7. Spin around to make sure they are all selected.  Hold down shift (maybe) and marquee select any remaining ones you’ve missed. Deselect any incorrect edges.
  8. Now expand the selection by five steps (1,2,3,4,5… press shift period maybe???)
  9. Convert the selection to to “vertex”.
  10. Now go into the skin menu and choose “Hammer Skin Weights”. (You can add it to a shelf to make it easier.)
  11. You can now “mirror skin weights” to copy the changed skinweights to the other side of the character’s body.
  12. Now do the same process for other body parts.

Fix ‘stiff’ areas

If your character has a belt, it may need to have its skin weights adjusted.

  1. Click on the character’s left hip (inside the root_drv) and rotate it so that it’s left lig rises up all the way. If you see that this motion affects the solid sections of the belt, you need to make that belt object behave like solid metal.
  2. In the outliner, click on the garment mesh. Then, in the viewport, go into Vertex mode (everything should turn blue). Now go into the Skin menu and choose “Copy Vertex Weights”.
  3. Now click on the belt, and keep (shift-clicking??) to select the entire belt.
  4. Then at the top of the viewport, click the “isolate” button (it’s three buttons to the left of the X-ray joints button).
  5. Now deselect the faces that you don’t want.
  6. Now go into the skin menu and choose “paste vertex weights”.
  7. Now go back into object mode (everything will be green), and get out of isolated mode.
  8. Once again, click on the hips (inside the root_drv) and rotate them to lift the legs up. You’ll see that the belt is now fixed.

Fix groin area

The groin (or ‘upper leg’) section of the garment might not be acting like real fabric.

If necessary, you can fix this by creating a mesh called the “cage” mesh, which is just a cutout section of the main dress mesh that only covers the waist to just above the knees.

  1. MAKE CAGE MESH
    • Copy the garment mesh, and name the copy “cage”. Now isolate it. Delete all the vertices that are above the waist, and then delete all the vertices that are below the knees.
    • Once you have this “cage” mesh, you need to duplicate it and name the duplicate “no edgeloops”. Hide the original “cage”. Now in the “no edgeloops” cage, delete the vertical lines in the middle parts (front and back) of the cage.
    • Now turn off isolation.
  2. SKIN THE CAGE WITH “NO EDGELOOPS”
    • Click on “body_joints”. Right click and choose “select set members”. Hold down shift and click on the “no edgeloop” cage. Now go into the skin menu and choose “bind skin”.
    • Now in the viewport, click on the red “body”. (This is a thing inside “rig” inside the outliner, but not sure which it is.) Hold down shift and click on the “no_edgeloop” cage, then go into the skin menu and choose “copy skin weights”.
  3.  SKIN THE MAIN CAGE
    • Unhide the main cage.
    • Click on “body_joints”. Right click and choose “select set members”. Hold down shift and click on the main cage. Now go into the skin menu and choose “bind skin”.
  4. COPY SKINWEIGHTS
    • Now in the Outliner, click on the “no edgeloop” cage then shift click on edgeloop; then go skin menu and “copy skin weights”.
    • In outliner, hide the “no edgeloops” cage.
  5. APPLY TENSION DEFORMER
    • In the viewport, click on the main cage.
    • Press spacebar, then click on “Deform”, then “Tension”.
    • In the Attribute Editor tab, under “Tension Attributes”, disable ‘Pin Border Vertices’.
    • Change “Smoothing Iterations” to 100. Change “smoothing step” to 1.
    • Change “Squash Constraint” to 0.
  6. CREATE A DETACHED COPY OF THE PELVIS JOINTS AND CAGE
    • In the outliner, click on “root_drv” then press H to hide it.
    • Click on “DHroot:body_root” and press H to unhide.
    • Click on the main cage, then in the Channel Box / Layer Editor select all of the channels from translate X down to Scale Z, then right click and choose “unlock geometry”.
    • Now you need to Detach some of the joints. To do that, it’s not entirely clear, but I think in the Viewport you select the left shin bone, then shift click on the right shine bone, then somehow “detach” them. This will make two new items in the Outliner – “DHIbody:calf_l” and “DHIbody:calf_r”.
    • Now click anywhere blank in the viewport to select all. Go up to the belly button of the character and select the bone just above it, then detach that too. This will make a new item in the Outliner – “DHIbody:spine_03”.
    • Now in the viewport, click on the cage, then hold down shift and click on the bones that are left around it. Now duplicate this, and move it to the right.
  7. BAKE DEFORMATION
    • Now click anywhere blank in the viewport to select all.
    • In the skin menu, go to the final option which is  “bake deformation to skin weights”.
    • In the dialogue box that appears, you need to drag an item into each of the four main text fields.
    • In the outliner, click on the main cage mesh (the original one, not the copy) and drag it into the dialogue box under “SOURCE>MESH”.
    • In the outliner, twirl down “DHIbody:root” then drag “DHIbody:pelvis” into the dialogue box under “SOURCE>SKELETON”.
    • In the outliner, click on the duplicate cage mesh (not the original) and drag it into the dialogue box under “DESTINATION>MESH”.
    • In the outliner, twirl down “DHIbody:root” then at the bottom of its objects there will be a standalone item called “pelvis” which is the duplicated pelvis bones, so drag that over into the dialogue box under “DESTINATION>SKELETON”.
    • Change the “number of influences” to its maximum, which will be 50. Then click apply. Then you can close the dialogue box.
    • Now it has a smooth deformation.
  8. RE-ATTACH PELVIS
    • In the outliner, click on the original main cage and press H to hide.
    • In the outliner, twirl down “DHIbody:root” then at the bottom of its objects, click on the standalone item called “pelvis” which is the duplicated pelvis bones. Then in the Channel Box / Layer Editor change translate X to 0. Click again on this standalone “pelvis” and click H to hide it.
    • Now reattach the pelvis. To do that, select the knee bone and the bone above it and click something? Then do same for other leg? Now do same for belly button bknes?
  9. COPY SKIN WEIGHTS
    • Unhide the garment.
    • ??Go into front view.
    • ??Vertex.
    • ??Component mode.
    •   Grab this entire vertices.
    • ??And while selected, right click and go to object mode, select this geometry and select this geometry, then go to vertex mode, and go skin, copy skin weights.
    • ??Now hide skeleton. Hide other skeleton.
    • ??Now it behaves like a cloth.
  10. DELETE DUPE PELVIS
    • Before exporting geometry, need to remove the other pelvis. Delete it.

Export garment as FBX

Select the garment, go to file menu and choose export selection. Choose FBX and export it.

Import the garment into Unreal

In unreal, setup a character with animation.

Import the garment. Select the skeleton “meta skeleton base skeleton”. And import.

Apply the garment to your character.

Go into character blueprint and click on torso. Assign garment. Save it.

Make material double sided.

Now make the material double sided.

 

 





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