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
Free video for AI motion capture testing

I’ve been testing various AI mocap solutions, and it’s hard to find a ‘great’ video example to test with.

So I made my own!

Feel free to download it in 1080p (1920×1080) or 4K UHD (3840×2160). Both are 30fps.





LATEST UPDATES




Free Resources




LATEST UPDATES




How to fix the red circle in LiveSync for Unreal (Marvelous Designer)
HOW TOs > MARVELOUS DESIGNER

If you’re trying to use LIVESYNC with Marvelous Designer, you might have the dreaded “red circle”, showing you can’t connect.

Please be aware that as of June 2025 there is now a new undocumented SETTING that is off by default inside Marvelous Designer that you must manually turn on!!

  • You need to go to SETTINGS > PREFERENCES:
  • then click OTHER, and enable “Enable Livesync“. Otherwise it won’t work.

 

Obviously, this is IN ADDITION to the steps you need to take, that are documented on the official help page here. That includes:

  • You have to install the LIVESYNC plugin from Fab for your Unreal Engine version (ie. 5.6.0 is the latest as I write this)
    https://www.fab.com/listings/e1ecc882-d6c4-4928-b880-5f66d1590bba
  • You have to install SUBSTANCE 3D plugin from Fab for your Unreal Engine version (ie. 5.6.0 is the latest as I write this)
    https://www.fab.com/listings/292bb370-f146-4d1e-89c2-afbdb26cea6b
  • Inside Unreal, you have to go into EDIT > PLUGINS and enable both of those plugins
  • You have to go to EDIT > PROJECT SETTINGS
    • Search for ‘directx’ and set the version to 11
    • Search for ‘translucency’ and enable the checkbox for “Enable Order Independent Transparency (Experimental)”




LATEST UPDATES




All “How To” Guides




LATEST UPDATES




“How To” Guides: Mocap
<– ALL ‘HOW TO’ GUIDES


What options are there for mocap using a suit and/or gloves?

Also see this list of AI video mocap services.

MOCAP WITH SUITS OR MULTIPLE CAMERAS

  • Aimator (browser-based AI animation tool using uploaded FBXs): Check out more about them here or their official website here.
  • Captury (requires 6 cameras+) under development as of late 2023 (see their site here)
  • Facegood (inc avatary)
  • Faceware (legacy vs new) – faceware studio, faceware legacy
  • iPiSoft: Maker of software for mocap with Kinect devices.
  • Mocapi by Sony
  • Motorica: Maker of ‘Mostudio’, a way to create motion within DCCs (released aug 2023) that uses motion matching techniques and game-like controls to create motion.
  • Movella: medical mocap hardware company
  • OptiTrack ($$$$) high-end optical motion capture
  • Perception Neuron: smart suit makers.
  • Replikant (ai animation service)
  • R3DS: Maker of Wrap and Zwrap. Russian 3dscanner.
  • Rokoko: Motion capture suit and glove maker, coil, SmartSuitPro, Rokoko Video, Rokoko Vision (Rokoko vision dual camera ($240 a year)), rokoko HeadRig
  • Stretchsense: mocap gloves
  • TakeOne: Maker of free mocap conversion software
  • Ultra Leap: Hand tracking, maker of “leap motion controller 2” hand tracking device
  • Xsens: Makers of mocap suits and gloves.

MOCAP MARKETPLACES

  • Actor Core by Reallusion: mocap store 
  • Mocap Central: realistic human animations for your Unreal project
  • MocapData:
  • Mocap Online:
  • NeuronMocap – from the makers of Perception Neuron
  • Motion Library: mocap store by Rokoko
  • Mixamo: Free mocap library 

For a list of free mocap databases, check out this page.





LATEST UPDATES




How to cleanup any motion with Cascadeur
HOW TOs > CASCADEUR

How do you cleanup animation in Cascadeur?

This is a guide to how to cleanup the following animation types, supported by Cascadeur as of March 2025 (version 2024.3.3):

  • UE5 Manny or Quinn
  • UE4 Mannequin
  • UEFN Mannequin
  • Move AI
  • XSens MVN_PUPPET
  • Rokoko

NOTE: If you don’t already have Cascadeur, the best option IMHO is to get the INDIE version, for $96 (as of March 2025). After you pay that, after a year it becomes “perpetual”. That is, within a year you will get updates, and then after that you can keep the software but won’t get updates. Make sure you read all about the features MISSING from the Indie version before you buy it.

STEP 1. REDUCE TO 4000 FRAMES

The FBX you end up with in Cascadeur MUST BE LESS THAN 4000 frames. Otherwise it won’t work. So either:

  • Make/record your animation to be less than 4000 frames, or
  • split up your animation into separate FBX files that are each less than 4000 frames

 

How long is 4000 frames?
@24fps: 166 seconds (2min 46secs)
@30fps: 133 seconds (2min 13secs)
@60fps: 66 seconds (1 min 6 secs)

How to reduce to 4000 frames in Maya

If you’re using Maya, here’s a quick rundown of how to reduce an animation to 4000 frames.

  • Import the FBX of your animation
  • Change the timeline FPS to be the correct one
  • In the Outliner, click “root“.
  • Go to the top SELECT menu and click HIERARCHY

  • In the Timeline, you need to decide which section you want to keep, and delete all other keyframes. To do that:
    • Select all the frames BEFORE the section you want to keep. To do that, hold down shift and left click drag on the section you don’t want.
    • Right click on the selection, and choose “Delete“.
    • Maya will freeze, but that’s normal. It usually takes between five and twenty seconds to begin responding again.
    • Now Select all the frames AFTER the section you want to keep. To do that, hold down shift and left click drag on the section you don’t want.
    • Right click on the selection, and choose “Delete“.
    • Maya will freeze, but that’s normal. Again, it usually takes between five and twenty seconds to begin responding again.
  • Now you have only the keyframes that you want in the Timeline, but we need to move them so they start on frame 0. To do that:
    • First, have a look at the first frame that you want to keep, and make a note of the frame number.
    • Open up the Graph Editor if you don’t already have it open (WINDOWS > ANIMATION EDITORS > GRAPH EDITOR)
    • You should have the entire “Root” hierarchy selected. If not, select “root” in the Outliner, and go SELECT > HIERARCHY.
    • Press “A” on the keyboard to frame everything up.
    • Marquee-select all the key frames in the Graph Editor. Maya will freeze for quite a while.
    • Once Maya begins responding again, the keyframes will all have tangents on them, so the Graph Editor will look like its full of gray bristles.
    • At the top of the Graph Editor, on the left side it will have the word Stats. Just to the right of that, there is a text field. Click in there, and type in negative, equals, and then the frame number that you noted before.
    • Maya will freeze once again. Wait for it to respond again, and you will see that your keyframes now start at frame 0.
    • You can now close Graph Editor if you like.
  • Now in the Timeline, you need to double check that you don’t have any keyframes after the section you want. So make sure that the entire Root hierarchy is once again selected, then in the timeline, just scrub through and make sure.
  • Now its time to export the animation. So to do that:
    • Go to the FILE menu, EXPORT ALL.
    • Change to export all down the bottom, and name your file.
    • On the right, change the preset to AUTODESK MEDIA AND ENTERTAINMENT.

    • Click to export.

DO NOT ‘fix’ the scene in Maya to be a different axis up. You might be tempted to change the ‘up’ in Maya, so that you don’t have to rotate the body in Cascadeur. Don’t do that! For some reason, it always screws up the results – at least for me in July 2024.

STEP 3. IMPORT TO CASCADEUR

  • Open Cascadeur
  • In the splash “HOME” page, click “MODELS“.
  • Double click the character that will work with your animation’s skeleton type.
    • UE5 Manny or Quinn
    • UE4 Mannequin
    • UEFN Mannequin
    • Move AI
    • XSens MVN_PUPPET
    • Rokoko
  • For this tutorial, I’ll assume you’ve chosen the UNREAL 5 mannequin, but the steps are the same for each type.
  • In the outliner, twirl down “SK_Mannequin“
  • Right click “SK_Mannequin” and choose “select branch“.
  • The character should now be highlighted yellow like this:
  • Go FILE > IMPORT > FBX/DAE
  • In the popup window:
    • Change the PRESETS dropdown to “ANIMATION TO SELECTED OBJECTS“.
    • Make sure the IMPORT MODE is set to UPDATE and its set to “Import to selected joints“
    • Under INCLUDE just select ANIMATIONS
    • click IMPORT
  • It might taken ten minutes or more to process. It will seem to “freeze”, but you have to just wait for it to finish.

Step 4. Fix character Alignment

  • Press X to play the timeline if you want to, or scrub through the frames to see the animation.
  • You will see that the character is “incorrectly aligned“. You need to prepare to rotate it using the following instructions:
    • Go back to FRAME 0 in the Timeline.
    • On the right-side of the Timeline, click the cog icon.
    • Change the “Framerate” to match what you originally set in Rokoko Studio. Then click to close the Timeline settings window.
    • In the Timeline, click the “+UE4_SK_Mannequin” track title, to select all keyframes. A subtle black border will surround the blue keyframes on the timeline.
    • In the dock where the Outliner is, change the tab to “Scene Settings“
    • Scroll down to the heading “Manipulators” and twirl it down
    • Click the circle to the left of “Fix rotation step” to enable it. (It will turn blue.)
    • Make sure it is set to 90. (This will snap any rotation changes to 90 degrees.)
    • In the Timeline, make sure you are on frame 0.
    • Just above the timeline, click these two icons to enable them:
    • The viewport will turn RED
  • Now, to rotate it, there are two options:
OPTION 1. WITH SHORT ANIMATIONS

  •  In the viewport, go into ROTATION mode (press E on the keyboard), then rotate the character into the correct position. Rotate it so it faces like this in the scene:

OPTION 2. WITH LONG ANIMATIONS

  • Maybe use transform??

You have now fixed the scene!

To exit the ‘edit interval mode‘, click these two icons again to disable them:

Step 5. Save your project

  • Press X to play the timeline if you want to, or scrub through the frames to see the animation.
  • Go to FILE > SAVE, and save your mocap scene before you start doing any cleanup.

Step 6. Do basic mocap cleanup

It’s up to you how you want to work in Cascadeur. But here’s a quick overview of some basic steps to improve the motion capture.

  • DOUBLE CLICK the track title in the Timeline.
  • In the viewport, you will see purple dots showing the motion of your character.
  • In the top ribbon, on the right-hand side, click the icon of the two feet with a padlock – this is FULCRUM MOTION CLEANING.
  • A very subtle message will appear in the bottom right of the viewport, letting you know that fulcrum cleaning is complete.
  • Next, in the middle of the top ribbon above the viewport, click the icon of a running man. This is “Auto Physics”.
  • You will see messages in the bottom right-hand side of the viewport, as it processes the auto physics.
  • When it’s done, you’ll see a green version of your character in the scene.
  • To make it easier to see what is happening, click the “Physics settings” tab, then click the radio button to turn off “Ghost offset“.
  • Now if you rewind to frame 0 in the Timeline and press X, you’ll see that the two mannequins are overlapping. The green is showing you the autophysics that Cascadeur wants to apply.
  • Now, in the top ribbon, to the right of the Auto Physics icons you’ll see other ones have appeared. Click the running man with a U in the corner, which is “Snap To Auto Physics”.
  • You’ll once again see various notifications in the bottom right corner of your viewport, as it processes the changes.
  • Once it’s done, go up to the top ribbon, and click the original Running Man icon (Auto Physics) to turn it off.
  • Now go back to frame 0 in the timeline, and press X to play through your animation. You will see subtle differences.
  • Go to the FILE menu, SAVE, to save your project in case the next step crashes the program.
  • In the top ribbon, on the very right-hand side, click the icon for “Animation Unbaking“.
  • Cascadeur will seem to freeze. Don’t worry, that’s normal. It’s processing behind the scenes, but unfortunately at the moment there’s no progress bar to tell you what it’s doing. You just need to wait until the timeline changes from solid blue keyframes to a series of pink, dark blue and cyan sections.

Step 7. Further cleanup

Now you have done basic mocap cleanup, but you will need to adjust the animation further.

 





LATEST UPDATES




“How To” Guides: Cascadeur




LATEST UPDATES




Easily transfer MetaHumans using MetaHuman Creator IMPORT / EXPORT
HOW TOs > UNREAL

You can send a MetaHuman to someone else, by using the free MetaHuman Creator website‘s built-in EXPORT process.

Export from MetaHuman Creator

Just click the EXPORT button at the bottom of the MetaHuman Creator website’s first page (here’s a link to MetaHuman Creator website):

This exports an MHB file:

Import a MetaHuman

Then, you can just import any MHB file you are sent, by clicking on the IMPORT button on the main MetaHuman Creator page:

Example MHB files

Here are some example MHB files that you can download:

  • EVELYN: Female caucasian, 20s [DOWNLOAD Evelyn.zip ]

    To use this MetaHuman, just download the ZIP file, unzip it, then go to the MetaHuman Creator website (here), choose UNREAL 5.5, then when it opens up look for the IMPORT option at the bottom of the page. Click that, then choose the MHB file that was in the zip. You’ll then have a MetaHuman added to your account called Evelyn. 
  • NOAH: Male caucasian, 20s [ DOWNLOAD Noah.zip ]
    To use this MetaHuman, just download the ZIP file, unzip it, then go to the MetaHuman Creator website (here), choose UNREAL 5.5, then when it opens up look for the IMPORT option at the bottom of the page. Click that, then choose the MHB file that was in the zip. You’ll then have a MetaHuman added to your account called Noah.
  • CHARLOTTE: Female caucasian, 20s [ DOWNLOAD Charlotte.zip ]

    To use this MetaHuman, just download the ZIP file, unzip it, then go to the MetaHuman Creator website (here), choose UNREAL 5.5, then when it opens up look for the IMPORT option at the bottom of the page. Click that, then choose the MHB file that was in the zip. You’ll then have a MetaHuman added to your account called Charlotte. 

 





LATEST UPDATES




How to transfer characters from iClone 8.5 to Unreal 5.5
HOW TOs > UNREAL
HOW TOs > iCLONE & CHARACTER CREATOR

The process has CHANGED for transferring characters from iClone to Unreal as of Unreal 5.5.

Bottom line: You CANNOT import characters into Unreal with ‘Import Animations’ enabled – it will screw up all your morphs. You must instead follow a process of first importing the character without animation, then importing ONLY the animation with no skeletal mesh.

I’ve typed up the process below, but here’s the official video explanation from Reallusion from January 2025:

Step by step process (typed up from video)

  1. Export your character from iClone as an FBX:
    • In iClone, select your character in your scene
    • Go to FILE > EXPORT > FBX
    • Change the preset to UNREAL
    • Set the animation to ALL (not ‘current frame’) so that your animation is included
    • Make sure ‘include textures’ is OFF
    • Export the fbx
  2. If you have NOT already installed AUTO SETUP into your Unreal project (I know this makes no sense – but its what the video explanation says):
    • In Unreal, go to EDIT > PLUGINS
    • Search for INTERCHANGE
    • Disable all related plugins (ie. all plugins with the name INTERCHANGE in them)
    • Restart Unreal.
  3. In the CONTENT BROWSER, right click, and choose IMPORT
  4. Select the FBX (the one with your character and animation from iClone)
  5. In the popup:
    • Turn on the checkbox for “Enable Character Creator & iClone Auto Setup”
    • Change the Shader Type to HQ Shader
    • Click OK
  6. In the next popup:
    • Turn on SKELETAL MESH
    • Enable IMPORT MESH
    • Enable ADVANCED > USE TO AS REF POSE
    • Enable ADVANCED > IMPORT MORPH TARGETS
    • Scroll down, and TURN OFF the “Import Animations” option. This is vital, otherwise the morphs will import incorrectly.
    • Click IMPORT.
  7. Now check that the morphs have imported correct.
    • In the Content Browser, double click on the Skeletal Mesh.
    • In the window that pops up, click on the MORPH TARGET PREVIEW tab.
    • Adjust a facial morph, and make sure it looks ok in the viewport.
    • Click the AUTO checkbox next to the morph slider you changed, to reset its position.
    • Close the popup editor window.
  8. Now import the animation.
    • In the CONTENT BROWSER, it’s vital that you create a new folder. Do NOT import into into the same folder. Make a new folder called “ANIMATION” or something like that, and open it up.
    • Right click inside your new ANIMATION folder, and choose IMPORT
    • Select the same FBX (the one with your character and animation from iClone)
    • In the popup:
      • Disable “IMPORT MESH”
      • Change the SKELETON dropdown to be your already-imported character
      • Change the ANIMATION LENGTH dropdown to ANIMATED TIME (this will crop out static frames)
      • Click IMPORT
  9. Now test the animation.
    • Drag your SKELETAL MESH to the viewport (ie. into the scene) DO NOT DRAG THE ANIMATION BLUEPRINT INTO THE SCENE. IT WILL NOT WORK.
    • In the content browser, right click and go CINEMATICS > LEVEL SEQUENCE.
    • Drag the skeletal mesh from the Outliner to the Sequencer.
    • In the Sequencer, next to ANIMATION, click the plus icon, and select the imported animation.
    • Play back the animation to see the results.

 





LATEST UPDATES




How to make an Unreal character with CC0 assets!
HOW TOs > UNREAL

I made a YouTube video tutorial about how to make a custom Unreal character:

  • using ONLY CC0-licensed assets, so they can be sold on third-party digital markets (stores).
  • rigged to the UE5 Mannequin skeleton
  • with ARKIT face shapes

IMPORTANT: The video and this description are not legal advice. No guarantees are made or implied that following these instructions will enable you to sell the resulting characters on third-party marketplaces.

Download the free example character (as a UE5.5 project) HERE.

 

USED IN THIS TUTORIAL:

 

CLOTHING:

ARKIT CONTROL RIG:

  • In the video, I use the arkit control rig from the Windwalker Echo project:
    https://www.fab.com/listings/36a9d7fb-6769-4e45-a0b3-950890da82c1
  • Obviously you should use that ONLY AS A STARTING POINT, because it is property of Epic. You need to make your own setup and your own UI, I would imagine, so it truly becomes your own, and therefore can be considered ‘CC0’ licensed for distribution.

ADOBE 3D SUBSTANCE PAINTER:

FAQS:

Q. Why doesn’t the character you make look… good? It looks terrible compared to MetaHumans or Character Creator characters.
A. This is just an example of how the process works. You can use the MPFB2 ‘base mesh’ just as a starting point, and customize the mesh and the textures.

Q. Why do the ARKIT blendshapes you show in Unreal look so bad? The mouth even seems to expand when she smiles.
I didn’t spend time in Face It fixing them. You’re supposed to at least go through and fix them a little bit, but I didn’t. Again, this is just an example of the process.

Q. Why not just use a MetaHuman?
MetaHumans are great, but this video is about trying to make a fully CC0-licensed character – that can be sold on 3rd-party marketplaces. MetaHumans can’t be sold (as complete products) anywhere. You can sell the building blocks, like the 3d face mesh and the skin, but not the full thing.

Q. Why not just use Character Creator characters?
Character Creator characters can only be sold in the official Reallusion stores. This tutorial is about making a custom CC0-licensed character that can be sold anywhere.

Q. Why don’t you just use HumanGen (Blender plugin)?
The results aren’t CC0, and aren’t sellable in marketplaces.

Q. The skin is so basic – why don’t you use “GlobalSkin”? It makes truly photorealistic skin.
The results aren’t CC0, and aren’t sellable in marketplaces.

 

 

Links to CC0 skin textures (to paint your own skin materials):

 

Links to CC0 fabric textures:

 





LATEST UPDATES




How to get the full clothing item from the GDC “Talisman” Unreal demo
HOW TOs > UNREAL

You can now get access to the “full” outfit that was shown during the GDC demo called ‘Talisman’ – the captain of the spaceship’s outfit, fully simulated with layers inside of Unreal 5.4. (I made this YouTube video showing how cool the demo was.)

It takes a bit of effort to find, but when you eventually get it, you will be able to open the cloth asset and it will look like this:

So how do you actually GET that file though?

HOW TO GET IT

STEP 1. Launch UEFN

Once you install Fortnite and UEFN to your PC, you should have these option in your Epic Games Launcher:

Click on UNREAL EDITOR FOR FORNITE.

STEP 2. Create a new UEFN project with the Talisman MetaHuman template

Once the UEFN splash page appears, click on the “Talisman MetaHuman” tile, then create a new project.

STEP 3. Find the box.com link and open it

Once you’re in that new project, you need to follow the instructions at the bottom of this page. But if it’s TLDR for you, in the Verse Outliner there is a file called “camera_switch_mode_device.verse”. Just double click it.

STEP 4. Download the ZIP file

You’ll eventually see a whole lot of code, and in there at the top you will see a link to a box.com URL. That URL is a zip file. Download it – its 2.2gb:

2024-06-29_15-26-45

STEP 5. Unzip the zip file & open the Unreal project

Once you have unzipped those folders, go to:

CaptainRoux_Cloth_Learning_Assets\CapRoux_Cloth_Example_UE

And you will see “Cloth_Example.uproject“.

Open it.

STEP 6. Find the clothing asset and open it

then have a look around and you will find this asset:

Double click that ClothAsset, and it will open:

STEP 7. Use the dataflow graph to… learn how to use chaos cloth layers and stuff?

This is an incredibly complicated and custom Dataflow graph that they have specifically made for this garment.

But hopefully it will help us all to figure out… how to make it work.

STEP 8. Make your own garment and simulate it with chaos cloth

I guess we learn from that example, and follow the general instructions here to make our own garments:

Let me know on Twitter (@virtualfilmer) or my YouTube if you have success with your own garment!

 





LATEST UPDATES




Fix DOF hair groom problems with Unreal (depth of field)
HOW TOs > UNREAL

The problem

When you render hair grooms with the Movie Render Queue in Unreal, you can have real problems if the depth of field is really thin.

The solution

I have a new solution as of June 29, 2024. I’m working on a tutorial. You can check out the results here while you wait for the tutorial to go live:





LATEST UPDATES




How to export a garment from Marvelous Designer to Maya (for MetaHuman)
HOW TOs > MARVELOUS DESIGNER

(This a ROUGH document, use at your own risk!)

Once you’ve finished your MetaHuman clothing in Marvelous Designer, how do you export it to Maya?

IMPORTANT: Keep in mind that the process below uses a combination of MAYA 2022 and MAYA 2024, because that’s what I use (as of June 2024). I use Maya 2022 to import the MetaHuman from Bridge, and Maya 2024 to refine the clothing’s mesh etc.

Example

In the following example, I’ll be using a MetaHuman I’ve made called “Svetka“.

She is a female, medium height and normal weight. (ie. f_med_nrw)

And I’ll be fitting a ‘pencil skirt’ outfit from Marvelous Designer (one of the free clothing items in the CLO asset store) using Maya.

Step 1. REFINE THE UV SHELLS

You need to refine your U-V shells, so they are ready for export:

  • In your 2D pattern window, make sure none of your patterns are overlapping.
  • Once you’ve done that, select all the patterns in the 2d window.
  • Go WINDOW > UV EDITOR.
  • Select everything, and then click the “UV PACKING” icon (its the icon on the right)
  • You might need to move the UV Editor window off to the side to be able to see the UV Packing popup window
  • Click RESET (down the bottom).
  • Change PADDING to “0.01”.
  • Turn on FIX SCALE RATIO.
  • Click Apply. (It can take a few minutes to process. You can see the progress in the bar on the lower left of the interface.)
  • Once it’s done, just double check that there’s definitely no overlapping UVs. There often still ARE weird things that you need to fix – like buttons that are still placed off in a random place, and still with many layers of them overlapping that you need to drag off onto their own. You need to go through and make sure everything is inside the UV 0-1 box.
  • Double check that the UVs do not touch the uv tile edge lines. Make sure they are definitely nowhere near the lines.
  • You can now close the UV Editor window

Step 2. SAVE THE PROJECT

If you don’t already have your project saved, you should save it with a specific name, so that you can re-do the export later if it’s incorrect.

Step 3. EXPORT THE FBX

Now you can export the FBX:

  • In the 2d Pattern window, select everything, then go to FILE > EXPORT > FBX.
  • Create a new folder for your garment – it will have texture sub-folders so you NEED to make sure you are saving into a NEW empty folder.
  • Name your FBX file, then click OK.
  • The “Export FBX” window will appear.
  • At the bottom of the window, click RESET.
  • Now, change “thick” to “thin“. This will change other settings too.
  • Now, turn OFF ‘Select all avatars’.
  • Change it to MULTIPLE OBJECTS. Important: Do not use “single object”! I’ve found that if you use Single Object, Marvelous will attempt to merge items sometimes (especially with belts in my experience), so you are better off doing that yourself manually in Maya to avoid problems.
  • Set the Image Size to 8192 pixels. Otherwise the clothing textures will look grainy later on.
  • You might want to turn off some of the maps, depending on whether your materials will use them. (I usually turn off METALNESS and OPACITY if my garments have no metals or see-through areas.)
  • Scroll down, and set the scale to “CM”. Otherwise it will be the wrong size later.
  • Click OK.
  • It’s going to take a few minutes to save out the F-B-X file, but that’s normal.
  • Then you can save your project again and close Marvelous Designer.

Step 4. ‘FIX’ GARMENT

You can skip this step if you want to just try to rig / skin your garment “as it is” on your MetaHuman. Just jump straight to step 5!

In this step, we’ll go through how to prepare your garment for skinning, by:

  • Removing unseen mesh areas
  • Combining each piece of the garment as a single mesh to avoid problems later
  • Combining each piece as a single final garment

4A. PREPARE TO FIX

You might still have Maya 2022 or 2023 open, with the “_full_rig_01_Y-up.mb” scene open.

CLOSE that Maya entirely.

Then freshly open Maya 2024 or above.

You should use Maya 2024 or above for the next few steps, because they don’t involve the MetaHuman rig, and Maya 2024 has much better vertex merging results.

  • Create a blank new scene.
  • Import the FBX file you exported from Marvelous Designer.
  • Turn on the TEXTURED button in the viewport.
  • Take your time and carefully navigate around your entire garment to make sure that all the materials look correct.

What you’re really checking for is any strangeness that could be caused by accidental overlapping UVs. If you find any, go back to Marvelous and adjust the UVs and re-export, then re-import into Maya.

  • Save your new Maya project, in the same place that your “_full_rig_01_Y-up” file was saved. It will be somewhere like this:
    \Downloaded\DHI\akasda3_asset\8k\asset_source\
  • Name your new project with a name ending in:
    “METAHUMANBODYTYPE_UEVERSION_GARMENTNAME_unrigged_garment”
    (For example “f_med_nrw_UE5pt4_PENCILSKIRT_unrigged_garment.mb“)
  • It’s important to include a UE version, so later you’ll be able to ‘track’ whether files are compatible with the MetaHuman type that you want to use. (eg. MetaHuman bones were changed in UE5.4.)

You’ll be making a lot of changes so its good to make sure you keep saving as you go.

4B. DELETE UNSEEN FACES

Now you need to go through your mesh and delete any faces in your garment that will never be seen. Otherwise later you will get strange bits of mesh poking through your garment because the skinning process gets confused.

(For example, if your character is wearing a shirt, and the shirt goes below the belt level and is tucked inside the pants, you need to now go in and delete those faces. Otherwise they will cause problems with skin weight painting later.)

What I usually do is:

  • Have a look and see if there are parts of the clothing that I want to remove – that is, parts that won’t be seen. (If there’s NOT parts you want to remove, skip onto step 6.)
  • Make sure the mesh is selected in the Outliner.
  • Make sure I’m in “Modeling” mode (in the dropdown that’s in the top left of the Maya interface).
  • Go to the MESH menu and choose SEPARATE. It might take a minute or two to process this.
  • Once it finishes, go through and hide various items to make things easier to see.
  • Then I select the things I want to work on, and click the ISOLATE button on the top of the viewport.
  • Then I right-click and hold and I go into face mode.
  • And delete rows of faces to break meshes up.
  • Then delete the remaining pieces.

Before you finish this step, make sure that your garment is a single mesh in the Outliner. If it isn’t:

  • Select all the individual elements.
  • Go to the MESH menu, Combine.
  • Then go to the poly modelling shelf, and click to delete history.

4C. MERGE VERTICES

Now we need to merge vertices.

IMPORTANT: Merge vertices will NOT work unless you first MESH > COMBINE your meshes all together. Obviously, ‘combining’ is a different thing to MERGING,. However, by ‘combining’, you are then allowing Maya to merge the vertices together.

 

  • In the outliner, make sure the garment mesh is selected.
  • Go to the top MESH DISPLAY menu, unlock normals.
  • Then go to MESH DISPLAY, soften edge.
  • In the Poly Modelling shelf, click the icon to delete history.
  • Then go into vertex mode, by right click holding on the garment, and then clicking VERTEX.
  • Press ctrl shift A to select all vertices.
  • Then go to the “edit mesh” menu, and click the box next to merge.
  • Change the threshold input field to “0.01“.
  • And click merge.
  • Click to delete history again.

Now you need to check the vertices and re-merge if necessary.

  • Right-click hold on the garment, and click OBJECT MODE.
  • Make sure the garment is selected in the outliner.
  • And go to the top MESH menu, and click SEPARATE.
  • Click around the garment and look at how the mesh has separated.

If it separates into separate garments that really should be separate, like into a separate pants and shirt, that’s fine. But if pieces of fabric within the shirt, for example, are separate objects, you need to do some more merging. So:

  • Select the pieces that should be one mesh, and go to the MESH menu and click COMBINE.
  • Double click on the selection tool on the left of the interface, and make sure marquee is selected, and camera based selection is enabled.
  • In the viewport, right click hold on the garment and click VERTEX.
  • You might want to turn off the materials in the viewport, to make the next process easier.
  • Select two or three vertices that should be merged together.
  • And go to the EDIT MESH menu and go MERGE TO CENTER.
  • Go around the fabric until most of the vertices are merged.
    (To make it faster, you might want to set a key command for merge to center, or at least break off the edit mesh menu so its floating and its easier to click.)
  • Once you’re done merging vertices, right click hold and choose object mode.
  • Go up to the MESH menu and choose separate. If it won’t separate, you’ve successfully merged the fabric pieces together.
  • Right click hold and go into OBJECT mode.
  • Select the entire garment, and then go to the MESH menu and click COMBINE.
  • Then in the Poly Modelling shelf, click delete history.
  • In the Outliner, make sure that there is a single mesh.
  • If there are any extra polysurface items in the Outliner, you can go ahead and delete them.

 

REMEMBER!!

Remember to MERGE vertices of your SHIRT PROPS (badges, etc) to your SHIRT. And merge your PANT PROPS (gun holsters etc) to your PANTS.

 

4D. SPREAD UVs OVER MULTIPLE TILES (optional)

Now might need to change your UV tiling from a single tile (0-1) to multiple ones, but only if you are doing cinematics with the camera close. Otherwise, the textures will be TOO BLURRY.

So to adjust the UV shells so they span over multiple tiles (and are therefore higher resolution):

  • Open “UV EDITOR”.
  • Right click hold and choose “UV SHELLS”.
  • Marquee-select all the shells.
  • Press W on the keyboard, and move it around so the largest uv shell piece is in the very center of one of the first uv tile.
  • Press R on the keyboard, and click drag the middle of the gizmo to resize, and expand it up so that that largest shell is the biggest it can be without going across a border of the uv tiles.
  • Press W on the keyboard, and just rearrange all the tiles so they fill three across and two up. (ie. a total of six UV tiles)
  • Make sure none of the UV shells overlap, and none of them cross any of the UV tile borders.
  • Go up to the IMAGE menu, and click the box next to IMAGE RANGE.
  • Go to EDIT > RESET SETTINGS.
  • Change Maximum U to 3, which is horizontal.
  • Change Maximum V to 2, which is vertical.
  • Click Apply.
  • Press the icon that looks like a mountain with a sun, next to the checkerboard icon. And you should see textures in each of the six tiles that we want. They will look strange and wrong, but as long as they exist in each tile, it’s fine.

    Okay, click that icon of the mountains again to hide the textures.
  • Now minimize the UV EDITOR window and go back to your main viewport.
  • The textures will appear all screwed up, but actually it’s fine because we’ll be re-making these in Substance Designer.
  • Rename garment in the Outliner by adding “_UVSIX” at the end. This will remind you that there are six UV shells that must be maintained throughout the process.

 

4E. EXPORT MESH AS FBX

  1. In the outliner, rename your single mesh as “Unrigged Garment“.
  2. Then make sure it’s selected.
  3. Go to FILE > export selection .
  4. Change the dropdown to FBX export.
  5. Change the current preset to, “Autodesk Media and Entertainment“.
  6. Then name the file, ending in, “_mayaunriggedgarment“.
    For example:
    f_med_nrw_UE5pt4_PencilSkirt_MayaUnriggedGarment.fbx
  7. And click the button, “Export Selection“.
  8. You can now save this Maya scene if you like. I tend not to bother, but you can save it with a similar name to the fbx, so, “mayaunriggedgarment”.

Now close Maya 2024, and open Maya 2022.

Open up your MetaHuman source file scene; the one ending in “_01_Y-up“.

For example:
Svetka_full_rig_01_Y-up.mb

Step 5. ADD KEYFRAMES TO YOUR MAYA 2022 METAHUMAN SCENE

You should have Maya 2022 open, with the MetaHuman source file project open – the one ending in “_01_Y-up“.

Now you need to go through and add keyframe poses to this scene, which will make skin weight painting possible in the next step.

This takes about ten minutes or so to setup. It’s WORTH it! Because you can reuse this scene over and over in the future to rig and weight-paint any garment for this sized MetaHuman Body.

SETUP THE SCENE

Okay, to set up the scene ready for skinning:

  • Deselect everything in the Viewport.
  • In the Outliner, twirl down rig > body_grp > geometry_grp then click on “body_lod1_grp” and press H to hide it.
  • Hide the “body_lod2_grp” as well, and the “body_lod3_grp“.
  • Twirl open “body_lod0_grp“ and hide the body and the flip flops objects, and make the “combined_lod0” item visible.
  • At the top of the Outliner, make sure that the “DHIhead” group is also hidden.
  • Click “rig > head_grp” and press H to hide it.
  • In the Outliner, go to the SHOW menu and make sure “joints” are visible.
  • Turn on xray joints if its not already on. (Just above the viewport, its the icon third from the right)

CREATE KEYFRAMES

Now we need to set some keyframes, so we will be able to see the movement of our clothing as our skeleton moves.

  • In the Outliner, click on “root_drv”
  • Go  SELECT > HIERARCHY.
  • Now, in the timeline, click on frame 0. (If there is no frame zero, change the left numbers below the time slider both to 0, then go to frame 0.)
  • Press S on the keyboard to set a keyframe.
  • Go to frame 20 and press S again.
  • Go to frame 40 and press S

Keep keep going like that until you get to frame 140.

SET POSE KEYFRAMES

Now, let’s set seven key poses.

  • Turn on the AUTO KEYFRAME TOGGLE button in the bottom right of the interface.
  • Go to frame 20.
    • Click the upper left arm of the skeleton.
    • Rotate it up, so the character has their arm directly outwards like a t-pose.
    • You’ll need to slightly adjust the clavicle as well.
    • Click the right arm, and rotate it up too.
    • And adjust the clavicle as well obviously.
  • Go to frame 40. Pose the character with their arms directly upwards (like they are reaching directly up to touch the ceiling).
  • Go to frame 60. Pose the arms beside the body.
  • Go to frame 80. Pose with the arms out directly to the front.
  • Go to frame 100. Bend the left thigh up, with the lower leg down. And point the foot down too.
  • Go to frame 120. Bend the right thigh up, with the lower leg down. And point the foot down too.
  • Go to frame 140. Bend both legs up, with feet flat,  like it’s sitting on a chair.

Those are the main poses that will help problem solve your “skin weight painting” in the next step.

  • Go up to FILE > SAVE SCENES AS
  • Remove the “01_Y-up” in the name, and replace it with “02_keyframes”.
For example:
Svetka_full_rig_02keyframes.mb
  • Click the button to save it.

Step 6. CHANGE MAYA VERSIONS

Okay, this is the point where I usually switch to Maya 2024, and make sure my Maya scene says its 2024 only. That’s because for some reason skin bindings and skin weights and NGskintools all work much better in Maya 2024. However, switching over means that you’ll lose the ability to animate the MetaHuman facial rig and other things inside the Maya scene, just  FYI.

  • Close Maya 2022.
  • Open Maya 2024.
  • Open the Maya scene that ends in “02_keyframes“.

RE-SAVE THE PROJECT

  • Go FILE > SAVE SCENE AS.
  • Remove the “02_keyframes” in the name, and replace it with “03_garmentrigging“. I usually put MAYA2024 in the name, just to remind myself not to open it in Maya 2022 (because once I use it in Maya 2024, the internal rigging stuff for MetaHumans will be broken).
For example:
Svetka_full_rig_04garmentriggingMAYA2024.mb

And click the button to save it.

Step 7. ADD & BIND THE GARMENT

Now let’s add the garment.

Go to FILE >IMPORT, and import the FBX file with the garment (either the one from Marvelous Designer or the one you adjusted in Step 4 and re-exported from Maya as an FBX).

Now we need to bind the clothing item to our skeleton.

But first, we need to check it.

Turn on TEXTURED in the viewport, if it isn’t already, and move around your clothing item. Make sure everything looks correct. You don’t want to move forward unless it definitely looks right, because the next steps are quite a lot of work.

Okay, now let’s bind the garment to the skeleton.

  1. So go to frame 0.
  2. In the outliner, right click on “body_joints“.
  3. Click “Select Set Members“.
  4. Now hold down control, and click your clothing item mesh.
  5. Now in the top left dropdown, make sure you’re set to Rigging, and then go up to the skin menu, and click the box next to Bind Skin.
  6. In the popup, set the options to be:
    • “Joint Hierarchy“;
    • “Closest distance“;
    • “Classic Linear“;
    • “Interactive“;
    • “Neighbors“;
    • the checkbox “off” for “allow multiple bind poses“;
    • max influences set to “1”;
    • the checkbox “off” for “maintain max influences”;
    • the checkbox “off” for remove unused influences;
    • the checkbox “on” for colorize skeleton;
    • the checkbox “off” for “include hidden selections on creation”;
    • and lastly the “deformer mode” set to “Skin Cluster“.
  7. Then click “Apply and close“.

It will now be bound. Scrub through the timeline, and you’ll see it’s bound but not perfect yet. Go back to frame 0.

Step 8. COPY SKIN WEIGHTS.

The first step of fixing our skin weights will be to copy the existing weights from the MetaHuman’s skin.

  1. So in the “Outliner”, twirl down “rig > body_grp > geometry_grp > body_lod0_grp” and click the mesh ending in “_combined_lod0_mesh”.
  2. Hold down CONTROL on the keyboard, and click to select your garment.
  3. In the SKIN menu, click on COPY SKIN WEIGHTS.

If you scrub through the timeline you’ll see that it’s better but still quite messy, but we will now clean that up using NG Skin Tools.

But before we do, go up to FILE > SAVE AS. Replace the “03_garmentrigging” in the name with “04_skinbound“.

For example:
Svetka_full_rig_04_skinboundMAYA2024.mb

And click the button to save it.

Step 9. SMOOTH WEIGHTS WITH NGSKINTOOLS

HIDE SKIN

We don’t want to see the MetaHuman’s skin for this next stage, so:

  • In the Outliner, look inside “rig > body_grp > geometry_grp“, click “body_lod0_grp” and hide it.

SMOOTH WEIGHTS

Now we’re going to smooth the skin weights.

For this tutorial I’m going to be doing it the simplest way, using the plugin “ngSkinTools2“.

You’ll need to go ahead and install “ngSkinTools2″ if you haven’t already, and restart Maya. The plugin is free for testing use.

  1. Now make sure your clothing item is the only thing selected in the Outliner. It must be a SINGLE MESH. (Otherwise you will might need to go to Step 4 and combine the meshes etc.)
  2. At the top of the interface, click on the “ngSkinTools2” shelf tab.
  3. Click the green “ngSkinTools” button to activate it.
  4. In the “ngSkinTools” window, click “initialize skinning layers“.
  5. It will take a minute or two, but then a layer will appear that says “Base Weights“.
  6. Now at the bottom of the skin tools window, click “Paint“.
  7. Now we need to adjust the settings.
    • Make sure “Brush projection” is set to “Surface“.
    • Brush mode needs to be on “Smooth“.
    • And the brush shape needs to be the one on the right.
    • Change intensity to one.
    • Change brush radius to about eight.
    • Brush interactions should be on about five.
  8. Now, move around the clothing and look for areas where the texture is being stretched unnaturally, and click drag to smooth it.
  9. If you keep going around to problem areas like underarms and the crotch, you should find you get a good result after a while.
  10. Make sure that the crotch is symmetrical. Sometimes the stitch lines start moving to the side, which looks really unnatural.
  11. Also it’s important to be careful around hard items like buttons, because they shouldn’t be warped by the movement of the body. The fabric they are attached to can stretch a bit, but plastic buttons and metal zips and things like that shouldn’t be stretching, obviously.
  12. Now if you see the mesh splitting when it comes to edges like at the sleeves, it means you didn’t properly merge vertices earlier.
  13. Okay so once you’re finished smoothing the mesh, click PAINT in the NGSkinTools dialogue box, just to get out of that mode.

Now that skin weights are a fair way along, go up to the file menu, save scene as. Remove the zero 5 skin bound in the name, and replace it with “zero six, weight, painted“.

For example:
Svetka_full_rig_06weightpaintedMAYA2024.mb

And click the button to save it.

Step 10. FIX MESH COLLAPSES

During the process of smoothing, you may find that you can see the skin of the character poking through the mesh. Now, in unreal we’re going to be hiding the skin, so that won’t really be an issue. But, on the other hand, if the smoothing process has made body parts sort of collapse, like the person’s butt has caved in a bit, that should be fixed now.

What you can do is:

  1. Double click on the selection tool (the arrow in the options on the left in the Maya interface)
  2. Twirl down “soft selection“, and turn on “Soft Select“.
  3. Adjust the falloff radius to”5” or so.
  4. Then right-click and hold on the garment, and click VERTEX.
  5. Then click on a vertex in a collapsed area, and pull it out. (Just make sure you’re only making subtle changes, otherwise the mesh will start to look quite strange when your character is moving around.)

Step 11. REDUCE WARPING FROM HARD SURFACE ITEMS

Go through and try to reduce the warping and bending of hard items like buttons.

I tend to just try to smooth the area around the buttons when the character is in extreme poses, to try to lessen the effect of the bone movement on them.

Step 12. EXPORT GARMENT AS FBX

Okay, so you’re now ready to export the rigged, complete garment with correct skin weights, to FBX.

  1. In the Outliner, select the garment mesh, and go to the top FILE menu, EXPORT SELECTION.
  2. Change the dropdown to FBX.
  3. Then name the file, ending in, “_mayarigged_garment“.
  4. Change the template to ‘AUTODESK MEDIA AND ENTERTAINMENT‘.
  5. Twirl down GEOMETRY, and make sure ‘SMOOTHING GROUPS‘ is turned off. This is important, because we need Unreal to make the smoothing groups.
  6. Twirl down ANIMATION, and turn off the checkbox for animation.
  7. Now click the “Export Selection” button.
  8. Save your Maya scene. So go up to the FILE menu, SAVE SCENE.

Now import the “shoes“, FBX, from marvelous designer, and go through the same process, of binding it to the skeleton, using bind skin. Then copy the skin weights. And smooth the skin weights with n g skin tools. Then select it in the outliner, and go file, export selected. Then name the file, ending in, “_mayarigged_shoesonly“. Then click export selected. And in the popup, just the same settings as we did before.

And we’re finished with Maya so you can close the program if you like.

Step 13. MAKE TEXTURES WITH SUBSTANCE PAINTER

Now we will make proper textures with Substance Painter, to later “plug-in” to your clothing’s materials in Unreal.

  1. Open Substance 3D Painter
  2. Go to FILE > NEW
  3. In the popup, set the TEMPLATE to “PBR – Metallic Roughness Alpha-blend (starter assets)“
  4. Click SELECT and choose your FBX
  5. Make sure USE POLY MESH AS HIGH POLY MESH is SELECTED
  6. Enable the checkbox USE UV TILE WORKFLOW, and make sure it’s set to PRESERVE UV TILE LAYOUT PER MATERIAL (otherwise your six UV tiles will NOT be properly used)
  7. Make sure that “Auto-unwrap‘ is OFF
  8. Click OK
  9. When the model loads, click the CROISSANT logo
  10. Change OUTPUT SIZE to 8192
  11. ENABLE the option “USE LOW POLY MESH AS HIGH POLY MESH“.
  12. In the “Mesh Map Bakers”, you can disable items if you want to. But the default options work fine:
    • Normal
    • World space normal
    • ID
    • Ambient occlusion
    • Curvature
    • Position
    • Thickness
  13. Click BAKE SELECTED TEXTURES
  14. When the process is finished, click “RETURN TO PAINTING MODE“
  15. Now click the material (in the top right corner) that you want to change first
  16. Drag a material or smart material over to the LAYERS, and start making your texture
  17. When you’re finished, go to the FILE menu and click EXPORT TEXTURES
  18. In the dialogue box, change the output directory to a new folder that specifies what these are textures for (eg. PoliceUniform_SUBSTANCEtex)
  19. Change the OUTPUT TEMPLATE to UNREAL ENGINE 4 (packed)
  20. Click EXPORT
Substance Painter Tips

If you’d like to apply textures in Substance Painter just to edges etc, check out this tutorial all about ‘generators‘.

 

Step 14. MAKE NAKED METAHUMAN WITH SHOES

Okay, before we go any further, we need to create a MetaHuman that hasn’t got any clothes of its own, for us to use inside Unreal.

So open up the MetaHuman Creator website in a web browser.

Login, and make a naked version of your MetaHuman. So remove the top clothes, bottom clothes, and change the shoes to be flip flops, so that the mesh will include the skin for the feet.

I usually name my MetaHuman something like “SvetkaNoClothes“.

Then I log out of the MetaHuman Creator website.

Step 15. CREATE UNREAL PROJECT AND IMPORT METAHUMAN

Okay so now in the epic games launcher, launch the engine.

  1. In the popup, click the “film, video and live events” tile on the left. Turn on Raytracing if you want. Set your project location, and name your project. And click CREATE.
  2. Once the project loads, go up to the top ribbon and click on the “Quick Add” icon, then click QUIXEL BRIDGE.
  3. In the window that pops up, click on the icon of a person and login.
  4. Then on the left, click MetaHumans, then My MetaHumans.
  5. Click the tile for your MetaHuman without clothes.
  6. Click to download it. Then click to Add it to your project.
  7. It might popup with various things, just agree to them. And then restart the engine when you’re prompted.
  8. Then in the content browser, open up the MetaHumans folder, and drill down until you find your MetaHuman blueprint, then drag it into the scene.
  9. And reset the location and rotation.

Step 16. CHANGE PROJECT SETTINGS

There are now two vital settings that you need to change in your Unreal Project settings.

  • Go to EDIT > PROJECT SETTINGS.
  • Type “allow static lighting” in the search bar. Turn OFF the checkbox for ‘Allow Static Lighting‘. (Why? Because by default, no ambient occlusion data from the Material will be applied to your model in Unreal. That’s why you must de-activate the setting to make it work. For more, check out this video by William Faucher from Feb 15, 2024.)
  • Type “virtual” in the search bar.  Enable the checkboxes for “Enable virtual texture support” and “Enable virtual texture on texture import”.
  • Now restart your Unreal project, to make those two new settings take effect.

Step 17. IMPORT GARMENT INTO UNREAL

In the content browser, make a new folder called “Imports”, and open it.

Then make a new folder called “Clothing”. Then open it.

Then make a new folder named for your garment type. Then open it.

Now right click, and click the top import option.

Find the FBX that you exported from Maya, ending in, “_07mayariggedgarment“.

In the next dialogue box, click to reset the settings.

Change the Skeleton to, “metahuman, underscore, base, underscore, skel”.

Then click IMPORT ALL.

Once it loads, if you get a “failed to merge bones” error, it’s really frustrating but it means you need to literally quit out of unreal and Maya, and restart your computer, then re-export from Maya again. That’s the only way I’ve found to fix this error.

Okay, if the import worked, a series of Materials will have been created.

Step 18. ADJUST MATERIALS

Now we need to apply our Substance Painter textures to our materials.

So in the Content Browser, make a new folder called something like “SubstancePainterTEX”, and open it.

Now, for each material of your garment, you need to do the following:

  • Make a folder for your the material and open it
  • Drag the substance PNG texture files from Windows Explorer into the Unreal Content Browser
  • Double click the ‘occlusion roughness metallic’ texture, and turn off the checkbox for sRGB, then save and close it
  • Now open the material
  • Drag the PNG files from the Content Browser into the material graph
  • Connect the base color to the base color, the normal to the normal. And then for the ‘occlusion roughness metallic’ texture, connect R to Occlusion, G to Roughness, and B to Metallic.
  • Save and close the material

So go through all of your materials and do that.

Step 19. ADD GARMENT TO METAHUMAN BLUEPRINT

Okay, now let’s actually add the clothing item to our MetaHuman.

So in the Outliner, click to edit your MetaHuman.

In the window that pops up, on the left side, under Components, click the Torso.

On the right side of the window, click the Skeletal Mesh dropdown, and choose the garment that you imported.

At the top of the window, click Compile. Then click Save. And now you can close this editor window.

Step 20. ADD A TEST ANIMATION

  1. In the content browser, navigate to the folder you made called “Imports“, and open it.
  2. Make a new folder called “Animations“. Then open it.
  3. Now right-click, and click the top import option.
  4. Import a test animation. If you like, you can import the MetaHuman range of movement animation that I made. It’s just an iClone free animation, which I then adjusted in Maya so that the clavicles and upper arms were closer to correct.
    VFRangeofMovement_MayaMHrig_m_med_nrw.fbx
  5. In the dialogue box that appears:
    • Click to reset the options.
    • Then change the skeleton to “meta, base, skel”.
    • Twirl down advanced, and make sure you enter a value for the custom frame rate. This should be 60 for my test range of movement animation.
    • Then click IMPORT ALL.
  6. Once that is imported, navigate back to the “Import” folder in the content root, and open it.
  7. Make a new folder called “Sequences”. Then open it.
  8. Now right-click, go to the Cinematics, and click, “Level Sequence”.
  9. Name it as range. Of. Movement. Underscore. M. MED. NRW.
  10. Double click to open the sequence file.
  11. The sequencer has opened up. So now, drag your MetaHuman from the outliner into the Sequencer.
  12. Underneath your MetaHuman name in the Sequencer, delete the control rig for the body. And delete the face item entirely.
  13. Now on the body track, click the plus icon. Then hover over animations, and click the animation you are testing with.
  14. You’ll see some of the body and head poking through the garment. This is normal, and to fix it we need to hide some parts of the body and head.

Step 21. HIDE PARTS OF METAHUMAN BODY

So let’s start with hiding body parts that shouldn’t be seen, because of the clothing.

For the moment, go into your MetaHuman’s blueprint and remove the garment from the torso, and the shoes from the feet, so you can clearly see all the skin.

Step 22. CREATE THREE NEW FILES FOR BODY PARTS

There are three files we need to go through and duplicate, to make custom versions for our MetaHuman.

  1. M_BodySynthesized COLOR
    In the content browser, go into the CONTENT folder, then METAHUMANS, then the folder for your METAHUMAN, then MATERIALS.
    Duplicate the file “M_BodySynthesized”, and rename the new one by adding an underscore, then the word COLOR, then an underscore, then the name of your MetaHuman. So in this example I’ll add underscore, color, underscore, Svetka.
    Okay that’s the first file done.
  2. M_BodySynthesized GRAY
    Now in the content browser, go to the root of the content folder, and search for “M_BodySynthesized”. There might be more than one. Hover over them, and click the one that is in the “MetaHumans > Common” folder.
    Now right click on it, and choose “Show In Folder View“.
    (It will be in All > Content > MetaHumans > Common > Materials)
    Duplicate it and rename the new one by adding an underscore, gray, underscore, then the name of your MetaHuman. So in this example I’ll add underscore, gray, underscore, Svetka.
    Okay that’s the second file done. One more.
  3. M_BodySkin
    Now in the content browser, in that same folder you already in, there will be a material called “M_BodySkin“.
    (So the folder you’re in will be All > Content > MetaHumans > Common > Materials)
    Duplicate “M_BodySkin” and name the duplicate as “M_BodySkin_Svetka” or whatever the character name of your MetaHuman is.
    Okay, now we have those three new files, go up to the FILE menu and click SAVE ALL.

    Now we need to add the new files to our MetaHuman’s body.
  4. CHANGE ‘MATERIAL SLOT’ MATERIAL
    In the Outliner, click to edit your MetaHuman’s blueprint.
    In the Components tab, click BODY.
    Under “Materials” on the right side, change the “Materials Slots, Element zero” dropdown to one with the same name, but with the word COLOR and your character’s name at the end.
    Go up and click Compile. Then click SAVE.
  5. CHANGE PARENT MATERIAL
    Now double click the square tile image next to that dropdown.
    In the Details tab, scroll all the way down. Under “General“, change the “Parent” dropdown to one with the same name, but with the word GRAY and your character’s name at the end.
    Go up and click SAVE.
  6. CHANGE BODY SKIN MATERIAL
    Now double click the square tile image next to that dropdown.
    In the Details tab, scroll all the way down. Under “General“, change the “Parent” dropdown to one with the same name, but with your character’s name at the end.
    Go up and click SAVE.
  7. ADD OPACITY MASK TO SKIN
    Now double click the square tile image next to that dropdown.
    An editor window will now be open for “M_BodySkin_Svetka“.
    The main material node will be highlighted by default. In the Details tab on the left, change the Blend mode dropdown to “MASKED”.
    Now we need to drag a transparency texture into here, and connect it to the opacity mask of the material.
    So to do that, in the content browser, go to your root content folder, imports, and make a folder called materials, and open it.
    Then inside that, make a folder called “MhTrnsparencyMasks”, and open it.
    Then drag in the file “MH_m_med_nrw_OpacBody_HandsOnly”.
    Now go FILE, SAVE ALL. And drag the imported file into the blueprint of “M_BodySkin_Svetka”.
    Connect the “RGB” output of the TEXTURE SAMPLE NODE, to the opacity mask input of the main material node. Click APPLY, then SAVE.

Step 23. HIDE PARTS OF METAHUMAN HEAD

We now need to hide parts of the head, just like we did for the body.

There are three files we need to go through and duplicate, to make custom versions for our MetaHuman’s head.

  1. “MI_HeadSynthesized_Baked COLOR”
    In the content browser, go into the CONTENT folder, then METAHUMANS, then the folder for your METAHUMAN, then FACE, then MATERIALS, then BAKED.
    Duplicate the file “MI_HeadSynthesized_Baked”, and rename the new one by adding an underscore, then the word COLOR, then an underscore, then the name of your MetaHuman. So in this example I’ll add underscore, color, underscore, Svetka.
    Okay that’s the first file done.
  2. “MI_HeadSynthesized_Baked GRAY”
    Now in the content browser, go to All > Content > MetaHumans > Common > Face > Materials > Baked.
    Duplicate the file “MI_HeadSynthesized_Baked”, and rename the new one by adding an underscore, then the word GRAY, then an underscore, then the name of your MetaHuman. So in this example I’ll add underscore, color, underscore, Svetka.
    Okay that’s the second file done. One more.
  3. “M_Head_Baked”
    Now in the content browser, in that same folder you already in, there will be a material called “M_Head_Baked“.
    Duplicate “M_Head_Baked” and  rename the new one by adding an underscore, then the name of your MetaHuman.
    Okay, now we have those three new files, go up to the FILE menu and click SAVE ALL.

    Now we need to add the new files to our MetaHuman’s head.
  4. ADD NEW “MI_HeadSynthesized_Baked COLOR” MATERIAL
    So in the Outliner, click to edit your MetaHuman Blueprint.
    In the COMPONENTS tab, click the FACE.
    Under “Materials” on the right side, change the “Materials Slots, Element zero” dropdown to one with the same name, but with the word COLOR and your character’s name at the end.
    Go up and click Compile. Then click SAVE.
  5. ADD NEW “MI_HeadSynthesized_Baked GRAY” MATERIAL
    Now double click the square tile image next to that dropdown.
    In the Details tab, scroll all the way down. Under “General“, change the “Parent” dropdown to one with the same name, but with the word GRAY and your character’s name at the end.
    Go up and click SAVE.
  6. ADD NEW “M_Head_Baked” MATERIAL
    Now double click the square tile image next to that dropdown.
    In the Details tab, scroll all the way down. Under “General“, change the “Parent” dropdown to one with the same name, but with your character’s name at the end. (For example, M_Head_Baked_Svetka“)
    Go up and click SAVE.
  7. ADD OPACITY MASK TO SKIN
    Now double click the square tile image next to that dropdown.
    An editor window will now be open, called something like “M_Head_Baked_Svetka“.
    The main material node will be highlighted by default. In the Details tab on the left, change the Blend mode dropdown to “MASKED”.
    Now we need to drag a transparency texture into here, and connect it to the opacity mask of the material.
    So to do that, in the content browser, go to your root content folder, imports, and make a folder called materials, and open it.
    Then inside that, make a folder called “MhTrnsparencyMasks”, and open it.
    Then drag in the file “MH_m_med_nrw_OpacHead_ForHighCollar”.
    Now go FILE, SAVE ALL. And drag the imported file into the blueprint of “M_Head_Baked_Svetka”.
    Connect the “RGB” output of the TEXTURE SAMPLE NODE, to the opacity mask input of the main material node. Click APPLY, then SAVE.

Now the head will only show the portion above the collar line.

Step 24. ATTACH HARD PROPS

Next we need to attach our solid props to our MetaHuman.

So the easiest way to do that is by making a socket in the skeleton.

But just remember that it’s not a perfect solution, because the prop will just be sort of floating in space, by an offset amount relative to a bone. So it has no active physics or collision, which means it will penetrate the clothing when the character moves in certain ways.

 





LATEST UPDATES




How to export an avatar (body) for Marvelous Designer from Maya (MetaHuman)
HOW TOs > MAYA

(Updated June 2024, for Unreal 5.4 etc)

Once you have imported a MetaHuman into Maya, you may want to export a file that can be imported into Marvelous to create a body ‘avatar’ of the correct size (to add clothes to).

Here’s how to do that:

  • Once you finish following the instructions for importing a MetaHuman into Maya, you will have a Maya scene open with your MetaHuman correctly arranged so that the document is Y up
  • In the “Outliner”, twirl down rig > body_grp > geometry_grp > body_lod0_grp
  • Click on the “combined_lod0_mesh”.
  • Press “H” on the keyboard to unhide it.
  • Now, with it selected, go FILE >EXPORT SELECTION.
  • In the dialogue box that appears, change the dropdown to FBX.
  • Name the file as your MetaHuman name then “_Maya_bodymesh_m_med_nrw” (or whatever your MetaHuman body code is).
  • Click “Export Selection”.
  • Switch to Marvelous Designer.
  • Go to FILE > IMPORT > FBX.
  • Select the body mesh FBX you exported from Maya, and click “open”.
  • In the dialogue box:
    • Make sure “Object type” is set to “Avatar”.
    • Turn ON the checkbox for “Auto Create Fitting Suit“
    • Under “Object”, make sure “Automatically add arrangement points” is turned on.
    • Under “Scale”, make sure the dropdown is on “Centimeters”, not “Millimeters”.
    • Under, “Axis Conversion”, make sure it is set to the default, which is “X”, “Y (up)”, “Z”, and all the checkboxes for “invert” are off.
  • Then click, “OK”.
  • If it says it couldn’t make arrangement points or a fitting suit, you’ll need to add one yourself manually
  • Once the avatar loads, go to the file menu, and save the project. Name it as “avatarMH_m_med_nrw” or whatever your MetaHuman body code is.

Now you’re ready to add clothes to your avatar.

 





LATEST UPDATES




Optimize your Unreal settings for linear animation (to match Maya, Blender etc)
HOW TOs > UNREAL

If you’re coming from Maya or Blender, there are EIGHT IMPORTANT SETTINGS that make animation much easier in Unreal.

Go to “EDIT > EDITOR PREFERENCES“, then enable the following:

1 “Invert Middle Mouse Pan“ This helps to make your pan consistent with your mouse movement. So when you pan around the scene (etc) it looks correct.
2 “Orbit Camera Around Selection“ This means when you select things in the viewport, the camera orbits around that selection.
3 “Left Mouse Drag Does Marquee” (the one under ‘Content Editors – Level Sequence Editor’) This just means you can drag a marquee in the Viewport to select.
4 “Screen Rotate“ This helps rotation in the viewport.
5 “Arcball Rotate“ This helps rotation in the viewport.
6 “Snap Playhead to Interval” (the one under ‘Content Editors – Level Sequence Editor’) This stops the playhead from moving outside your timeline when you scrub. This option is also sometimes called ‘Snap Interval While Scrubbing’.


Now in “EDIT > EDITOR PREFERENCES“, turn off the checkbox for the following:

7 “Auto Expand On Selection” (the one under ‘Content Editors – Level Sequence Editor’) This stops you having to scroll up and down as much in Sequencer.


Now in “EDIT > EDITOR PREFERENCES“, go to this setting and change the text field to say ‘Compact‘:

8 “View Density” (the one under ‘Content Editors – Level Sequence Editor’) Setting this to COMPACT makes the Sequencer take up less vertical space, which makes animation much easier.





LATEST UPDATES




Unreal Engine 5.4 new Cloth features (and PROJECT TALISMAN Dataflow graph)
HOW TOs > UNREAL

 

MAY 1, 2024.

For the brand-new Unreal 5.4, I’m still trying to figure out the Kinematic Collider and the layered clothing system, so I’ve made a custom Dataflow Graph that I’ve tried to make ‘match’ as close as possible Tim Brekensiek’s instructions on this official documentation page when it comes to the PROJECT TALISMAN setup.

For anyone else trying to replicate the ‘Project Talisman‘ setup, I made this post to share my work in case it helps. Please find the COMMENTS button on that official page link, and add your comment, if you think you’ve figured out how to make all this work!

Here’s a low-res image of my current Dataflow template (there is no feature to ‘save out dataflow graph in high resolution’ in Unreal yet!):

And you can download my ‘complex’ Dataflow graph here:

20240501_CAComplexTemplateV3.zip

If you’d like to replicate my experiments, here are more details:





LATEST UPDATES




CSV column headers for MetaHuman data (Face Animation Importer)
HOW TOs > iCLONE & CHARACTER CREATOR > Face Animation Importer

After you export your face animation from Unreal using the Python script, you will end up with a CSV.

If you open that CSV in Microsoft Excel, the column headings should precisely match the following:
A. CTRL_expressions_jawRight
B. CTRL_expressions_jawLeft
C. CTRL_expressions_jawOpen
D. CTRL_expressions_jawClenchR
E. CTRL_expressions_jawFwd
F. CTRL_expressions_jawBack
G. CTRL_expressions_jawClenchL
H. CTRL_expressions_neckMastoidContractL
I. CTRL_expressions_neckStretchL
J. CTRL_expressions_neckDigastricDown
K. CTRL_expressions_neckDigastricUp
L. CTRL_expressions_neckStretchR
M. CTRL_expressions_neckThroatExhale
N. CTRL_expressions_neckThroatInhale
O. CTRL_expressions_neckMastoidContractR
P. CTRL_expressions_neckThroatDown
Q. CTRL_expressions_neckThroatUp
R. CTRL_expressions_jawChinRaiseDR
S. CTRL_expressions_jawChinRaiseUR
T. CTRL_expressions_mouthLipsBlowR
U. CTRL_expressions_mouthLipsPressR
V. CTRL_expressions_mouthLipsTogetherUL
W. CTRL_expressions_mouthLipsPressL
X. CTRL_expressions_mouthLipsBlowL
Y. CTRL_expressions_mouthStretchLipsCloseR
Z. CTRL_expressions_mouthStretchLipsCloseL
AA. CTRL_expressions_tonguePress
AB. CTRL_expressions_tongueRollLeft
AC. CTRL_expressions_tongueRollRight
AD. CTRL_expressions_tongueRollUp
AE. CTRL_expressions_tongueRollDown
AF. CTRL_expressions_tongueTipLeft
AG. CTRL_expressions_tongueTipRight
AH. CTRL_expressions_tongueTipUp
AI. CTRL_expressions_tongueTipDown
AJ. CTRL_expressions_tongueLeft
AK. CTRL_expressions_tongueRight
AL. CTRL_expressions_tongueUp
AM. CTRL_expressions_tongueDown
AN. CTRL_expressions_tongueWide
AO. CTRL_expressions_tongueNarrow
AP. CTRL_expressions_tongueIn
AQ. CTRL_expressions_tongueOut
AR. CTRL_expressions_tongueRoll
AS. CTRL_expressions_mouthLeft
AT. CTRL_expressions_mouthRight
AU. CTRL_expressions_mouthUp
AV. CTRL_expressions_mouthDown
AW. CTRL_expressions_mouthUpperLipRaiseL
AX. CTRL_expressions_mouthSharpCornerPullL
AY. CTRL_expressions_mouthCornerPullL
AZ. CTRL_expressions_mouthDimpleL
BA. CTRL_expressions_mouthCornerDepressL
BB. CTRL_expressions_mouthStretchL
BC. CTRL_expressions_mouthLowerLipDepressL
BD. CTRL_expressions_mouthLowerLipDepressR
BE. CTRL_expressions_mouthStretchR
BF. CTRL_expressions_mouthLipsTowardsDL
BG. CTRL_expressions_mouthFunnelUR
BH. CTRL_expressions_neckSwallowPh1
BI. CTRL_expressions_neckSwallowPh2
BJ. CTRL_expressions_mouthLipsTowardsUL
BK. CTRL_expressions_mouthLowerLipBiteR
BL. CTRL_expressions_mouthFunnelDR
BM. CTRL_expressions_mouthLipsTightenDL
BN. CTRL_expressions_mouthPressUL
BO. CTRL_expressions_mouthLipsTightenDR
BP. CTRL_expressions_mouthFunnelDL
BQ. CTRL_expressions_mouthCheekSuckL
BR. CTRL_expressions_mouthCheekBlowL
BS. CTRL_expressions_mouthLipsTightenUL
BT. CTRL_expressions_mouthLipsTightenUR
BU. CTRL_expressions_mouthPressDL
BV. CTRL_expressions_mouthFunnelUL
BW. CTRL_expressions_mouthLipsTowardsUR
BX. CTRL_expressions_mouthLipsPurseDR
BY. CTRL_expressions_mouthUpperUpBiteL
BZ. CTRL_expressions_mouthPressDR
CA. CTRL_expressions_mouthPressUR
CB. CTRL_expressions_mouthLipsPurseDL
CC. CTRL_expressions_mouthUpperLipBiteR
CD. CTRL_expressions_mouthCheekSuckR
CE. CTRL_expressions_mouthCheekBlowR
CF. CTRL_expressions_mouthLipsPurseUL
CG. CTRL_expressions_mouthLipsTowardsDR
CH. CTRL_expressions_mouthLowerLipBiteL
CI. CTRL_expressions_mouthLipsPurseUR
CJ. CTRL_expressions_mouthCornerDepressR
CK. CTRL_expressions_mouthUpperLipRaiseR
CL. CTRL_expressions_mouthDimpleR
CM. CTRL_expressions_mouthSharpCornerPullR
CN. CTRL_expressions_mouthCornerPullR
CO. CTRL_expressions_earUpR
CP. CTRL_expressions_earUpL
CQ. CTRL_expressions_noseNostrilDilateR
CR. CTRL_expressions_noseNostrilCompressR
CS. CTRL_expressions_noseWrinkleR
CT. CTRL_expressions_noseNostrilDepressR
CU. CTRL_expressions_noseNostrilDilateL
CV. CTRL_expressions_noseNostrilCompressL
CW. CTRL_expressions_noseWrinkleL
CX. CTRL_expressions_noseNostrilDepressL
CY. CTRL_expressions_eyeLookLeftL
CZ. CTRL_expressions_eyeLookRightL
DA. CTRL_expressions_eyeLookUpL
DB. CTRL_expressions_eyeLookDownL
DC. CTRL_expressions_eyeBlinkL
DD. CTRL_expressions_eyeWidenL
DE. CTRL_expressions_eyeLookLeftR
DF. CTRL_expressions_eyeLookRightR
DG. CTRL_expressions_eyeLookUpR
DH. CTRL_expressions_eyeLookDownR
DI. CTRL_expressions_eyeBlinkR
DJ. CTRL_expressions_eyeWidenR
DK. CTRL_expressions_eyePupilWideR
DL. CTRL_expressions_eyePupilNarrowR
DM. CTRL_expressions_eyePupilWideL
DN. CTRL_expressions_eyePupilNarrowL
DO. CTRL_expressions_eyeLookLeftL
DP. CTRL_expressions_eyeLookRightL
DQ. CTRL_expressions_eyeLookUpL
DR. CTRL_expressions_eyeLookDownL
DS. CTRL_expressions_eyeCheekRaiseL
DT. CTRL_expressions_eyeSquintInnerL
DU. CTRL_expressions_eyeLidPressL
DV. CTRL_expressions_noseWrinkleUpperL
DW. CTRL_expressions_noseWrinkleUpperR
DX. CTRL_expressions_eyeSquintInnerR
DY. CTRL_expressions_eyeCheekRaiseR
DZ. CTRL_expressions_eyeLidPressR
EA. CTRL_expressions_browLateraIR
EB. CTRL_expressions_browLateralL
EC. CTRL_expressions_browDownR
ED. CTRL_expressions_browDownL
EE. CTRL_expressions_browRaiseOuterL
EF. CTRL_expressions_browRaiselnL
EG. CTRL_expressions_browRaiselnR
EH. CTRL_expressions_browRaiseOuterR
EI. CTRL_expressions_mouthCornerWideL
EJ. CTRL_expressions_mouthCornerNarrowL
EK. CTRL_expressions_mouthCornerUpL
EL. CTRL_expressions_mouthCornerDownL
EM. CTRL_expressions_mouthCornerUpR
EN. TRL_expressions_mouthCornerDownR
EO. CTRL_expressions_mouthCornerWideR
EP. CCTRL_expressions_mouthCornerNarrowR
EQ. CTRL_expressions_eyeFaceScrunchR
ER. CTRL_expressions_mouthLipsPushUL
ES. CTRL_expressions_mouthLipsPullUL
ET. CTRL_expressions_mouthLipsThickUR
EU. CTRL_expressions_mouthLipsPushDL
EV. CTRL_expressions_mouthLipsPullDL
EW. CTRL_expressions_mouthLipsThickUL
EX. CTRL_expressions_mouthCornerRounderDR
EY. CTRL_expressions_mouthCornerSharpenDR
EZ. CTRL_expressions_mouthLowerLipShiftLeft
FA. CTRL_expressions_mouthLowerLipShiftRight
FB. CTRL_expressions_mouthLowerLipRollInR
FC. CTRL_expressions_mouthLowerLipRollOutR
FD. CTRL_expressions_mouthLipsThickDL
FE. CTRL_expressions_mouthCornerRounderUR
FF. CTRL_expressions_mouthCornerSharpenUR
FG. CTRL_expressions_mouthUpperLipShiftLeft
FH. CTRL_expressions_mouthUpperLipShiftRight
FI. CTRL_expressions_mouthUpperLipRollInR
FJ. CTRL_expressions_mouthUpperLipRollOutR
FK. CTRL_expressions_mouthLowerLipRollInL
FL. CTRL_expressions_mouthLowerLipRollOutL
FM. CTRL_expressions_mouthCornerRounderDL
FN. CTRL_expressions_mouthCornerSharpenDL
FO. CTRL_expressions_mouthLipsThickDR
FP. CTRL_expressions_mouthUpperLipRollInL
FQ. CTRL_expressions_mouthUpperLipRollOutL
FR. CTRL_expressions_mouthCornerRounderUL
FS. CTRL_expressions_mouthCornerSharpenUL
FT. CTRL_expressions_noseNasolabialDeepenL
FU. CTRL_expressions_eyeFaceScrunchL
FV. CTRL_expressions_mouthLipsPushUR
FW. CTRL_expressions_mouthLipsPullUR
FX. CTRL_expressions_mouthLowerLipTowardsTeethR
FY. CTRL_expressions_mouthLowerLipTowardsTeethL
FZ. CTRL_expressions_noseNasolabialDeepenR
GA. CTRL_expressions_mouthLipsPushDR
GB. CTRL_expressions_mouthLipsPullDR
GC. CTRL_L_mouth_lipsTowardsTeethU_1451
GD. CTRL_expressions_mouthUpperLipTowardsTeethR
GE. Discard because no blendshape
GF. Discard because no blendshape





LATEST UPDATES




face-animation-importer-pro

For help with the FACE ANIMATION IMPORTER PRO plugin, click here.





LATEST UPDATES




How to add iClone/Character Creator clothes to MetaHumans
HOW TOs > iCLONE & CHARACTER CREATOR
HOW TOs > UNREAL

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. 

 

STEP 1. ADD MORPH SLIDER TO CC

  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.

STEP 2. ADD CLOTHING

  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.

 

STEP 3. SETUP UNREAL PROJECT

  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.

STEP 4. CREATE CUSTOM METAHUMAN (IMPORTANT)

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: https://metahuman.unrealengine.com/mhc
  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.

STEP 5. ADD CUSTOM METAHUMAN TO UNREAL PROJECT

  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.

STEP 6. IMPORT CLOTHING

  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.

STEP 7. CREATE CLOTH ASSET

  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:

STEP 8. ADD YOUR CLOTHING ITEM TO THE CLOTH ASSET

  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:

 

STEP 9. TRANSFER SKIN WEIGHTS

  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.

 

 





LATEST UPDATES




How to fix “separated panels” in Marvelous Designer
HOW TOs > MARVELOUS DESIGNER

Sometimes when you export a garment from Marvelous Designer, the stitch lines create visible “spaces” in the clothing item.

To fix this, you need to adjust the stitches.

  • In Marvelous Designer, go to the 2D Pattern Window
  • At the top of the window, click the sewing machine icon, then click “EDIT SEWING”
  • Click drag across your garment, to select all the problematic sewing lines
  • In the Property Editor, change INTENSITY to 0 and THICKNESS to 0

And that’s it! Now when you export the garment, it will no longer have ‘separation’ at the sewing lines.

 





LATEST UPDATES




How to fix “perfect” clothing lines (using Maya) after exporting from Marvelous Designer
HOW TOs > MARVELOUS DESIGNER

The edges of clothing items can be “too perfect” when exported from Marvelous Designer, like the bottom edges of this t-shirt:

To solve this, you can use Maya’s built-in sculpt tools. Just use the “grab” tool – try to avoid the ‘smooth’ tool as it will create obvious problems with the mesh.

Here’s how to use the GRAB tool:

  • Make sure you are in MODELLING mode
  • Go to the MESH TOOLS > SCULPTING TOOLS then click the top of the menu that appears, so it detaches
  • You now can easily access the sculpting tools
  • Click the OPTIONS button next to “GRAB TOOL”
  • Change the size to approximately 6
  • Click on the mesh you want to adjust, then click-drag on areas to pull them

 

 

 





LATEST UPDATES




How to fix “topstitch” problems when exporting from Marvelous Designer
HOW TOs > MARVELOUS DESIGNER

Many garments that have ‘topstitches‘ (such as denim jeans and shoes) will often end up having a massive amount of separate meshes and very very high polygon counts when you export them.

  

The solution is to change the topstitches from 3D models to textures. (That is, they simply become part of the texture images that you export from Marvelous Designer – rather than being actual 3D meshes with polygons.)

To do that, you need to change all “topstitch” items in your scene from OBJ format to TEXTURE.

To do that:

  • In the panel that has your list of fabrics, click the dropdown and change to TOPSTITCH

  • Click “delete unused“
  • Go through each item in the list, and change the TYPE dropdown to TEXTURE (you do NOT want it on “obj”)

Now you can export as normal:
– Go FILE > EXPORT > FBX

 

Then the result, in your DCC of choice, will have the topstitches baked into the textures:





LATEST UPDATES




“How To” Guides: Windows




LATEST UPDATES




Add right-click ‘convert to Webp’
HOW TOs > WINDOWS

How do you add a windows “convert to WebP” option when you right-click in Windows Explorer?

One way is to download and install the free FILE CONVERTER program for Windows.

  • Go to the official site file-converter.io
  • Click to download the program
  • It will download a file called something like “FileConverter-2.0.2-x64-setup.msi”
  • Double click the MSI file to start installation
  • Follow the simple instructions to complete installation
  • In Windows Explorer, a new option will appear when you right-click on a file:
  • Hover over “File Converter”, and you’ll see a list of files to convert your image file to:

    Including GIF, PNG, WEBP, JPG, ICO and PDF.




LATEST UPDATES




What the “Substance” plug-in for Maya does
HOW TOs > SUBSTANCE 3D PAINTER

What is the “Substance” plugin for Maya and what can it actually do?

What is it?

It’s a free plugin for Maya 2024, 2023, 2022, 2021 and 2020.

It lets you:

  • import Substance materials – in “.sbar” format – from:
  • apply those materials to objects in your scene
  • export the textures (once applied to your objects) as standard ‘image maps‘ (eg. myobject_basecolor.png)

How do I get it?

You can download it here.

The official help files website is here: https://helpx.adobe.com/substance-3d-integrations/3d-applications/maya/substance-in-maya-overview.html

The official release notes can be found here. (Useful to know what has recently changed or been fixed).

How do I install it?

Just download the file and double click, then it will walk you through the installation.

However, even once you install the plugin, it does not automatically load in Maya. You need to do this:

  • Open Maya, create a new scene
  • Go to WINDOWS > SETTINGS/PREFERENCES > PLUG-IN MANAGER
  • In the search bar, type “substance“
  • Then at the top next to APPLY TO ALL click “loaded” and “auto load”
  • Click CLOSE

What are the buttons the shelf?

You should now have a new shelf in Maya called ‘Substance‘.

The buttons are:

Substance Settings
(opens the Substance settings menu)
Batch Import
(imports and creates the selected Substance files)
Batch Bake to Disk
(bake selected Substance nodes to a folder)
Upgrade Old Nodes
(convert all old plugin nodes to new nodes)
Apply Workflow to Maps
(apply Substance workflows to image maps)
Open Content
(open sample ‘sbsars’ in content browser)
Open Substance 3D Assets
(Open the paid ‘Substance 3D Assets’ website in a browser)
https://substance3d.adobe.com/assets/
Open ‘Substance Share’
(Open the free community assets website in a browser)
https://substance3d.adobe.com/community-assets/
Open Documentation: Open the ‘Substance in Maya‘ documentation in a browser
https://helpx.adobe.com/substance-3d-integrations/3d-applications/maya.html
About Substance in Maya: Display ‘About’ window

 

Free materials that come with the plugin

If you click the Open Content button you’ll see a list of free included materials:

These “.sbsar” files are on your hard drive: C:\Program Files\Allegorithmic\Adobe Substance 3D for Maya\2024\sbsars

  • bark_pine.sbsar
  • bricks_bond_variations.sbsar
  • carbon_fiber_twill_weave.sbsar
  • cardboard_torn.sbsar
  • chrome_plated_rusty.sbsar
  • concrete_damp_wall.sbsar
  • concrete_layers_stacked.sbsar
  • fabric_jeans.sbsar
  • golf_bunker_sand.sbsar
  • leather_fine.sbsar
  • metal_grinded.sbsar
  • parquet_american_chestnut.sbsar
  • plastic_vinyl_glossy.sbsar
  • pounded_asphalt.sbsar
  • powdery_snow_marks.sbsar
  • rotten_wood.sbsar
  • rust_corrosion_drip.sbsar
  • rusted_painted_metal.sbsar
  • scrapped_paint.sbsar
  • slate_tiles_with_moss.sbsar
  • tarmac.sbsar
  • wood_fence_painted.sbsar

How do I actually apply an .sbsar to something??

To apply a Substance material to a mesh, you first IMPORT the “.sbar” and then construct the Material in Hypershade.

To do that:

  1. Go to WINDOWS > RENDERING EDITORS > HYPERSHADE
  2. Above the graph, click the icon with the ‘diamonds‘ to clear the graph
  3. Right-click and hold in the GRAPH, then swipe upwards and click CREATE NODE:
  4. In the dialogue box that appears, type “subst” in the text field, then click SUBSTANCE NODE
  5. The following will appear, and the ‘substancenode’ node will be selected:
  6. In the Property Editor, click the browse file icon next to ‘Load Substance’:
  7. In the file explorer that pops up, choose an “.sbsbar” file
  8. In the Property Editor, click the WIDTH drop-down and change the resolution to something like 4096 (for cinematic-quality textures)
  9. Scroll down, and under WORKFLOWS click the workflow on the left that you’d like to use (Standard Surface, Arnold, Renderman, Vray Next, Redshit, Maxwell, Vray 6). If you don’t know, just choose ‘Standard Surface’. Then click ‘Create Network’.
  10. The system will pause for a few seconds, then various nodes will appear in the graph, and a preview of the material will appear in the “Texture Viewer”.
  11. Click to select the tile of the material in the ‘MATERIALS’ tab of Hypershade:
  12. Change the name of the material in the Property Editor.
  13. Now your scene, right-click on the mesh you want to apply the material to, and choose ‘Assign Existing Material‘, then the material you just named:
  14. Make sure the ‘Texturing’ option is enabled in the Viewport, and you’ll see your material applied:

    But the tiling of the texture will be too large.
  15. In HYPERSHADE, click the ‘place’ node (the first node) in your material
  16. In the Property Editor you will now be able to adjust the ‘Repeat UV’ value to adjust the tiling. Increase it to maybe 3.
  17. You will see that the tiling of the material in the viewport improves:




LATEST UPDATES




“How To” Guides: Substance 3D Painter




LATEST UPDATES




New UE5.4 process for Marvelous Designer export to Unreal, then realtime cloth simulation
HOW TOs > MARVELOUS DESIGNER

I haven’t gotten this to work fully yet (as of Thursday March 21 2024, 8:45am) but here is what is working so far:

 

  1. Make your clothing item in Marvelous Designer:
    1. Make an Avatar in Marvelous Designer that matches your MetaHuman body type
    2. Design a garment and add it to your Avatar, and simulate (as normal) to test it
    3. Make sure you make different fabrics, and set their physical properties (Unreal will use them in its simulation)
  2. When you’re happy with the garment, export a USD from Marvelous Designer.
    • Go FILE > EXPORT > USD
    • Save the file in a new folder:
    • In the popup that appears,  disable the “Select All Avatars” checkbox
    • Make sure to select CM as the scale

    • Click OK
    • It might take a few minutes to export

  3. Create a new Unreal project with Unreal 5.4.0
    1. Open the EPIC LAUNCHER, and install Unreal 5.4.0 (Preview 1)
    2. Create a new Unreal project, with the FILM AND TV template
  4. Add your MetaHuman:
    1. Go to the built-in Quixel Bridge in Unreal
    2. Download the MetaHuman that your garment uses
    3. ADD it to your project
    4. Click to enable any plugins it tells you do, and restart Unreal when needed
    5. Drag your MetaHuman to your level, and zero-out the location and rotation
  5. Enable the Chaos Cloth plugins:
    1. Go to EDIT > PLUGINS.
    2. Search for “cloth”, and enable the following plugins then restart:
      Chaos Cloth
      Chaos Cloth Asset
      Chaos Cloth Asset Editor
      Chaos Cloth Editor
      Chaos Cloth Generator


  6. Create your “Cloth Asset” file:
    1. Once Unreal restarts, make a new folder in the content browser called “test“, and open it
    2. Right-click in the new folder, and go PHYSICS>CLOTH ASSET

    3. Name the new ‘Cloth Asset‘ file as “TestGarment01“
    4. Press CTRL-SHIFT-S to save your project and the new ‘Cloth Asset’ file.
    5. Double click the ‘Cloth Asset‘ file

    6. Zoom in on the DATAFLOW graph  so you can see the first nodes, and click the USDImport node.

    7. On the right side, click the “…” icon to browse for USD file.

    8. When it opens, you’ll get errors saying there’s no LOD 0. I’m not sure how to solve that right now. I’ve posted on the official Unreal forum here.

    9. You can try to set the Skeleton and the Physics asset, like this, but it doesn’t seem to do anything:

    10. You can also try clicking the TRANSFER SKIN WEIGHTS node and setting details, but it doesn’t work either:



  7. For now, the bottom line is that it seems to import the USD file okay, but the viewports stay blank – and it clearly can’t “see” the garment:

  8. Oddly, the garment IS imported. If you go into the Content Browser, you’ll see that a full mesh – with proper materials added – has been imported. So at least it seems that USD is the fastest current way to import properly textured/materialed Marvelous Designer garments into Unreal (with automatic texture/material setup).

 

 





LATEST UPDATES




GDC 2024: The new 5.4 clothing pipeline with MetaHumans and Marvelous Designer
HOW TOs > UNREAL

WEDNESDAY MARCH 20, 2024

 

Epic today revealed (at their MetaHumans and Marvelous Designer session) 4 massive breakthroughs that will arrive on April 20 2024 with the full release of 5.4 (they are NOT in the preview 1):

  1. You will be able to transfer garments directly from Marvelous Designer to Unreal via USD format, and they will SIMULATE IN REALTIME. (You just need to add a few settings but basically it’s automatic.) They will also KEEP the fabric simulation setup you chose in Marvelous. !?!?!?!?!
  2. There is a new ‘kinematic collider‘ in Unreal 5.4 that solves the huge issues we currently have with clothing penetratic skin etc
  3. You will now be able to COPY SKIN WEIGHTS INSIDE UNREAL! using the ‘transfer skin weights’ node in the Cloth Panel Editor
  4. The new simulation improvements include accurate self-collision simulation

 

I found the presentation about Marvelous Designer simulation features in UE5.4 amazing but a little difficult to follow just because it was so dense and full of wonderful detail. 🙂 So I wrote out what Epic’s Jared Monsen said then I tried to separate it into parts and steps (below) – to make it easier to follow. I’m sure, closer to UE5.4’s release on April 24, we will get proper documentation! But for now, this might help some folks like me who are keen to understand but found it all too a little overwhelming.

You can find the start of this part of the video stream here. Follow along by reading my ‘split into parts and steps‘ transcript below….

 

(This presentation is (C)2024 EPIC GAMES and the text is presented here only for educational purposes and to help the community, including hard of hearing and EAASL folks!)

 

PART 1: OVERVIEW OF THE PROCESS

It really is awesome to be able to take clothing assets from high end packages like Clo and Marvelous Designer, where clothing panels and parameters translate directly into the Engine.

With such an easy integrated workflow, it’s clear to see it’s a “win win” for everybody here.

And this new process, which will be in Beta in 5.4, allows you to easily see the real-time representation of your “sim” set up quickly.

Once in the Engine, you have the option to use those results in Unreal or send them on to be used in UEFN.

 

THE FOUR STEPS

  • STEP 1. MAKE THE GARMENT
    • At Epic, we use Marvelous Designer to create the costume for Rue, our captain on “Talisman”.
    • Here you can see we used one of our stock MetaHuman bodies from “MetaHuman Creator” to construct the costume.
    • You can begin your creation process by constructing your clothing in Marvelous Designer like we did.
    • When working in Marvelous Designer, your fabric selections and simulation settings matter. If you choose to transfer those simulation properties during the USD process, we take into account those attributes and they will affect the simulation behavior in Unreal.
  • STEP 2. USD EXPORT
    • Once you’re finished in Marvelous Designer, USD export is an easy way to get your clothing assets out of Marvelous Designer and straight into the Unreal Engine.
  • STEP 3. IMPORT INTO UNREAL
    • Once you’ve imported your clothing assets into Unreal, we can now start setting up the “cloth panel graph”.
  • STEP 4. CLOTH PANEL GRAPH
    • You can choose a workflow that ranges anywhere from fully automated to a completely hand-tweaked This flexibility allows you to get something up simulating faster, as well as having the option to customize the areas that you feel are necessary.
  • STEP 5. (OPTIONAL) MIGRATE TO UEFN
    • At any point in time the “cloth asset” can then be used in Unreal, or it can be migrated to be used in your UEFN
  • STEP 6. ADD TO CHARACTER
    • In order to get your cloth onto your character, you simply add a “Chaos Cloth” Component to your character’s Blueprint and choose the corresponding “Cloth Asset” you want to use.

 

PART 2: 5.4 IMPROVEMENTS IN WORKFLOW

 

AUTOGENERATED GRAPH: A new feature we’ve added is an auto generated graph that’s built when you first create a “cloth asset node”. This graph helps you get going fast and saves you time getting started. This includes the USD import node, some core nodes for setting up the simulation, value transfers from Marvelous Designer (if selected), a physics asset node, and parameters set to good initial values.

 

USD IMPORT HAS TWO MESHES: The USD import brings in both a simulation mesh and a render mesh for you to immediately use. And just to be clear by what I mean by that:

  • the simulation mesh or “sim mesh” is a lower resolution mesh that’s actually simulated but not rendered.
  • The render mesh is a high resolution mesh that you actually see. The render mesh is driven by the “sim mesh”, and provides a higher detailed model -without having to pay the computation price of a higher resolution symmetry.

 

AUTO-SKINNING AND AUTO-LOADING: We’ve also added some really great nodes for you to use in your graph, like auto skinning and auto loading to speed up the creation process. And this feature streamlines the cloth setup, allowing you to arrive at a working simulation much faster and more easily.

 

FLEXIBLE PIPELINE: One of the best features of the clothing pipeline though is not only do we provide automated path for many aspects of the pipe, but we also allow you to customize basically every part of that pipeline to suit your needs.

For Talisman, we decided we wanted to have the best of both worlds. In this project, we felt there were assets that we wanted our ours to customize to fit our needs.

For example, we created our own customized higher resolution render mesh for the captain’s costume. The clothing graph allows us to swap out the render mesh for our own version in a really easy way.   We also decided to use some of our artist-tuned skin weighting for LOD 0. And we used a remesh node to auto generate lower resolution “sim meshes” for the lower LOD’s.  In addition, we dialed in the simulation solver settings as well as other nodes to meet the needs of our project.

 

KINEMATIC COLLIDER: And another customization, customization we use is a really cool new feature which uses a “Kinematic Collider”.

This is a deformable collider mesh that moves with the skinned asset.  This allows more accurate collisions at a relatively inexpensive price.

The Kinematic Collider is really easy to set up in the graph and solves a lot of problems that come from just using Capsules.

The ability for us to customize the graph in areas that we wanted to, but also take advantage of the automated processes where we could, saved us time while also giving us creative freedom and control over the end results.

With these features you can decide what pipeline best works for your needs – anything from again the fully automated to the totally customizable.

 

PART 3: THE CLOTHING PANEL EDITOR

Let’s take a closer look at the clothing panel editor.

The clothing panel editor was released in UE5.3 and introduced a new way of authoring cloth.

The clothing panel editor is where all your clothing graph work is done.

There are 4 main sections to the editor:

  • In the top left is the PANEL VIEWER, where you can see 2D and 3D representations of your asset, make selections and paint weight maps. There have been a lot of tool improvements made here for easier painting and selection, and we’ll continue to refine tools and processes there.
  • In the middle of the editor is the SIMULATION VIEWER. Here you can view the actual simulation behavior, play animations, use different meshes to view your cloth on and see the visual debug tools.
  • On the far right is the panel for simulation details, preview scene settings, and the simulation visualization tools. The Preview Settings tab allows you to set skeletal meshes and animations to view your clothing with. And the details panel has all the usual settings that pertain to the clothing asset. The visualization panel has a lot of great features like seeing only the simulation meshes, displaying collisions, viewing weight maps, and simulations to statistics, just to name a few.
  • Last but not least is the data flow graph – and this is where you set up your graph and access the nodes to create different cloth features. It has a very familiar field similar to setting up and wiring nodes like blueprints.

Once you’re done setting up the graph in the panel editor, you’re now ready to use your cloth asset and UE or export to UEFN.

But before we do that, let’s take a look at some nodes that might be of particular interest to you.

 

PART 4: USEFUL NODES IN THE CLOTHING PANEL EDITOR

 

NEW TRANSFER SKIN WEIGHTS NODE

The new Transfer Skin Weights node is a new tool that we’ve added to the Unreal toolbox for you to use.  This node allows you to take an imported static mesh or asset that came from the USD import and copy weights from a user defined skeleton mesh to the chosen mesh.

Since the cloth solver needs weights in order to work correctly, this is a great solution that skips the need for you to rig and await your clothing mesh in an external DCC.

In most cases, all you’ll need is a rigged body – most likely your character or simplified version of it – and then your static mesh as inputs.

The output of this node will give you a skinned version of the static mesh, now ready to use for your clothing asset.

 

Two more things to note about the ‘Transfer Skin Weights’ node:

  • INPAINT WEIGHT ALGORITHM: The algorithm we use in this node is different from what you might find in some DC packages. The node provides an option for you to use the “Closest Point On Surface” method if you wish, but the “Inpaint Weight” method is something that’s quite different. This algorithm allows us to significantly better handle loose clothing – as well as armpits and other tight areas on the mesh. And this method is a “robust, non data-driven mesh algorithm”; which essentially means it’s it will work on any given mesh.
  • You could also use the skin transfer node even if you don’t want to simulate your clothing. You can simply use this node in the graph without any simulation nodes and the end result will be the rigged version moving with your character. (And we use this technique for LOD 2 on our “Talisman” project.)

 

THE REMESH NODE

The “remesh” node allows for auto generation of lower resolution meshes, based on a target percentage.

You can choose to remesh both the “render mesh” and “simulation mesh” – or just one, or the other.

For creating LODs in “Talisman” and we took a hybrid approach:

  • We hand-created our “render mesh” LODs, but we used the “remesh nodes” to auto reduce the “simulation meshes”.
  • We decided to keep the same “render mesh” for both LOD 0 and LOD 1, as we felt the lower resolution wrapped better to the “simulation mesh”.
  • And here you can see the numbers that we targeted for both the simulation and render mesh. Depending on your project needs and complexity, these numbers will be different for you.

 

PART 5: THE “MIGRATE TOOL” FOR GETTING CLOTH INTO UEFN

Now that you have the cloth asset all set up, getting your cloth asset into UEFN is really straightforward.

At any point in time in your process you can use the “migrate tool” to to migrate your cloth into UEFN.

When migrating your cloth, the only essential assets you need to migrate are:

  • the “clothing asset” itself,
  • and the physics asset, if you’ve chosen to use one.

Materials and textures are also available for you to migrate, but you may or may not need them depending on your project needs, and if this is the first time you’ve migrated the asset into your project.

The “clothing asset” bundles up almost everything you need into one asset, which makes the process really simple when exporting to UEFN.

 

REAL-TIME SIMULATION

Rue’s jacket is 100% simulated using self-collision and a “kinematic Collider”.

Real time simulation is not an easy task, and it’s always a ‘give and take’ relationship when it comes to performance and quality.

Our goal is to make real time simulation more widely usable and performance friendly.

 

PERFORMANCE & FRAME RATES

You can expect one to one performance and behavior between Unreal and UEFN.  Which is really cool.

  • For Talisman, our goal was 30 frames a second on a high end machine, going for a high end quality simulation in a close up scenario.
  • Our lower LOD simulation frame rates come in anywhere from about 50 to 60 frames a second, after tuning the graph for those specific LODs. (Total simulated vertices, self collisions and solver iterations being the biggest factors for performance.)

 

PART 6: RECAP & AVAILABILITY

Our clothing tool gives you a new option as a developer. Whatever your budget is, real time simulated clothing is now a much more realistic option for you to use in your project.

Our engineers and artists have been on the ground level using the system and we’re really excited to continue to push and develop it on all fronts.

  • You now have the ability to import your clothing creations from high end software packages like Clo and Marvelous Designer.
  • The USD import process is what allows you to to bring those clothing assets and to be translated into software packages into Unreal.
  • You can utilize both automated and custom setups in your “cloth asset graph”.
  • You can use a cloth asset in Unreal or easily migrate it into UEFN.
  • And when this comes out in UEFN as early access it will be released with documentation to help you get the best results from your assets and both Unreal and Marvelous Designer.

The Clo and Marvelous Designer functionality will also be releasing at the same time UE5.4 does. So at 5.4 launch everything is unlocked and ready for you to use.

 

We’d like to thank Clo for their work and their collaboration as we worked on implementing the USD format, and collaborating with the clothing and fashion industry and a leading company like Clo is really a wonderful opportunity.

We’re really excited to see what the community creates and leverages when creating their own experiences.

 

(This presentation is (C)2024 EPIC GAMES and the text is presented here only for educational purposes and to help the community, including hard of hearing and EAASL folks!)





LATEST UPDATES




Free Garments Included with Marvelous Designer 12
HOW TOs > MARVELOUS DESIGNER

What free clothing items come with Marvelous Designer 12?

(This page lists the ones that are in the “Garment Library” inside the application, but also remember you can download free items from the CLO ASSET STORE by clicking ‘store’ then only enabling the ‘free’ option.)

 

FREE MALE ITEMS

  • Tshirt.zpac
  • Pants.zpac
  • jeans.zpac
  • Male_CargoShorts.zpac
  • Male_Hoody.zpac
  • Male_JerseyPants.zpac
  • Male_PaddedJacket.zpac

FREE FEMALE ITEMS

  • Female_HalterNeckDress
  • Female_ShirringDress
  • Female_Skirt1
  • Female_Skirt2
  • Female_Garments1_Hana
  • Female_Garments2_Hana
  • Female_Garments3_Hana

 

 

MODULAR CONFIGURATOR

As well as the free garments, the Modular Configurator tool (in the WINDOW menu) has male and female versions of the following:

  • Jackets
  • Polos
  • Shirts
  • T-Shirts
  • Trench Coats




LATEST UPDATES




“How To” Guides: Marvelous Designer
<– ALL ‘HOW TO’ GUIDES

IMPORT BODY FROM MAYA

EXPORT TO MAYA





LATEST UPDATES




How to add Jewelery or Props to a MetaHuman (with Physics) in Unreal Engine 5
HOW TOs > UNREAL

If you have a MetaHuman in Unreal Engine 5, how do you add jewelry or some other prop (like a police shield) to their clothing?

Well, check out this awesome tutorial from Fractured Fantasy, which shows you how to do just that! Here’s the overall process:

  • Model the item in your DCC of choice (in the tutorial, he uses Blender to make a necklace)
  • Add bones in your DCC
  • Import into Unreal
  • Add physics
  • Ta-daaaaa! You’re done!

 





LATEST UPDATES




“How To” Guides: Unreal
<– ALL ‘HOW TO’ GUIDES

 

Animation

MetaHumans

iClone

Clothing

Hair

VDBs

Unreal Rendering / Lighting

MORE





LATEST UPDATES




How to export FACE animation from a MetaHuman source file in Maya to Unreal
HOW TOs > MAYA

If you’ve animated a MetaHuman source rig in Maya, how do you transfer that animation (the FACE animation of it – see body here) to Unreal and apply it to a MetaHuman?

The following process assumes you’ve already imported a Maya MetaHuman source rig (instructions here) and animated the face using the facial GUI.

So as of February 2024 (Maya 2024 and Unreal 5.3.2), here’s the process:

  1. EXPORT FACE ANIMATION:
    1. Make sure your scene length is only as long as the animation – to avoid unnecessary processing time later.
    2. Take a note of your Maya scene’s FPS – you’ll need to match that later in Unreal.
    3. Click on “FacialControls” then right-click and choose “Select Set Members“
    4. Open the FILE menu and click the BOX next to ‘Export Selection…’
    5. In the dialogue box, under GENERAL OPTIONS, change the File type dropdown to “FBX export” then click “Export Selection“
    6. In the next dialogue box, under FILE TYPE SPECIFIC OPTIONS, change the Current Preset dropdown to “Autodesk Media & Entertainment
    7. Under ANIMATION, enable the “Animation” checkbox
    8. Under BAKE ANIMATION, enable the “Bake Animation” checkbox
    9. Make sure that the Bake Animation in and out frames are the full length of your timeline
    10. Under CONNECTIONS, disable the “Input Connections” checkbox
    11. Name your FBX (eg. ‘StretchAnimation_MayaMHface_forUnreal‘)
    12. Click “Export Selection”

  2. CHECK THE OUTPUT FBX:
    1. Go to the START menu and open a fresh MAYA session
    2. Go to FILE > IMPORT… and find the FBX of the body animation and open it
    3. In the Viewport, zoom out so you can see the skeleton
    4. Press play on the timeline to check that it works
    5. If it doesn’t, it might be because of a persistent bug in Maya! To fix that, QUIT OUT OF MAYA and open Maya again. And try the process again of importing it and see if it works.
  3. SETUP A SEQUENCE IN UNREAL:
    If you don’t already have a Sequence with a MetaHuman, you’ll need to set one up.

    1. Open Unreal Engine and import a MetaHuman (via Quixel Bridge)
    2. Add the MetaHuman to your scene, and zero out its transform (ie. the location, rotation, scale in the details panel)
    3. In the Outliner, click the floor object (if you have one), and zero out its transform as well (it defaults to a height of 20 for some reason)
    4. Now in the content browser, create a folder for SEQUENCES and create a new Sequence in it (right-click and go CINEMATICS > LEVEL SEQUENCE)
    5. Open the Sequence, and change the FPS to match your Maya scene earlier
    6. Go to the first frame (0000), drag the Blueprint from the Outliner into the Sequence
    7. In the Sequence, under FACE, delete the “MetaHuman_ControlRig” layer
  4. IMPORT THE FACE ANIMATION:
    1. On frame 0000, right-click on “Face_ControlBoard_CtrlRig”, choose “Import Control Rig FBX” and open your facial animation FBX
    2. Under STRING MATCHING OPTIONS, twirl down the 0 and change “Find” to your namespace in Maya (INCLUDING the colon)
    3. Click the “Control Mapping Presets” dropdown and choose “Metahuman Control Mappings”, then click IMPORT 
    4. You will need to adjust BOTH the Sequence ‘End Time‘ and ‘Selection End‘ to match the length of the clip you imported – otherwise it won’t fully play.




LATEST UPDATES




How to export BODY animation from a MetaHuman source file in Maya to Unreal
HOW TOs > MAYA

If you’ve animated a MetaHuman source rig in Maya, how do you transfer that animation (the BODY animation of it; for FACE the process is here) to Unreal and apply it to a MetaHuman?

The following process assumes you’ve already imported a Maya MetaHuman source rig (instructions here) and animated it (optionally, by applying a HumanIK (HIK) rig – instructions here).

So as of February 2024 (Maya 2024 and Unreal 5.3.2), here’s the process:

  1. CHECK FOR KEYFRAMES:
    1. In the Maya Outliner, twirl down the object “root_drv”.
    2. Click on various items within it, and check that there keyframes on the timeline. If not, you need to first bake your animation to the skeleton.
  2. EXPORT BODY ANIMATION:
    1. Make sure your scene length is only as long as the animation – to avoid unnecessary processing time later.
    2. Take a note of your Maya scene’s FPS – you’ll need to match that later in Unreal.
    3. Click on “Body_joints”, then right-click and choose “Select Set Members“
    4. Open the FILE menu and click the BOX next to ‘Export Selection…’
    5. In the dialogue box, under GENERAL OPTIONS, change the File type dropdown to “FBX export” then click “Export Selection“
    6. In the next dialogue box, under FILE TYPE SPECIFIC OPTIONS, change the Current Preset dropdown to “Autodesk Media & Entertainment
    7. Under ANIMATION, enable the “Animation” checkbox
    8. Under BAKE ANIMATION, enable the “Bake Animation” checkbox
    9. Make sure that the Bake Animation in and out frames are the full length of your timeline
    10. Under CONNECTIONS, disable the “Input Connections” checkbox
    11. Name your FBX, including the MetaHuman body code (eg. ‘StretchAnimation_MayaMH_m_med_nrw_forUnreal‘)
    12. Click “Export Selection”

  3. CHECK THE OUTPUT FBX:
    1. Go to the START menu and open a fresh MAYA session
    2. Go to FILE > IMPORT… and find the FBX of the body animation and open it
    3. In the Outliner, click on the “DHIbody:root” item and press H to unhide
    4. In the Viewport, zoom out so you can see the skeleton
    5. Press play on the timeline to check that it works
    6. If it doesn’t, it might be because of a persistent bug in Maya! To fix that, QUIT OUT OF MAYA and open Maya again. And try the process again of importing it and see if it works.
  4. SETUP A SEQUENCE IN UNREAL:
    If you don’t already have a Sequence with a MetaHuman, you’ll need to set one up.

    1. Open Unreal Engine and import a MetaHuman (via Quixel Bridge)
    2. Add the MetaHuman to your scene, and zero out its transform (ie. the location, rotation, scale in the details panel)
    3. In the Outliner, click the floor object (if you have one), and zero out its transform as well (it defaults to a height of 20 for some reason)
    4. Now in the content browser, create a folder for SEQUENCES and create a new Sequence in it (right-click and go CINEMATICS > LEVEL SEQUENCE)
    5. Open the Sequence, and change the FPS to match your Maya scene earlier
    6. Go to the first frame (0000), drag the Blueprint from the Outliner into the Sequence
    7. In the Sequence, under BODY, delete the “MetaHuman_ControlRig” layer
  5. IMPORT THE BODY ANIMATION:
    1. In the Content Browser, right-click and choose “Import to /Game/…”
    2. Open the body animation FBX you exported from Maya
    3. At the top of the dialogue box, click RESET TO DEFAULT
    4. Under MESH, change the SKELETON to ”metahuman_base_skel”
    5. Under ‘Advanced’, change CUSTOM SAMPLE RATE to match what it was in Maya (do NOT leave this field blank)
    6. Click IMPORT ALL
    7. Once it imports, make sure to go FILE > SAVE ALL to save the imported file.
    8. You MUST now open the newly imported animation, then change the ‘Retarget Source Asset‘ dropdown to the name of your MetaHuman body size. Otherwise the MetaHuman will be dramatically taller than it should be, and the bones all the wrong length. Then click SAVE and close the editor window for the animation. 
    9. In the Sequence, on frame 0000, click “+TRACK” on the BODY track, then hover over ANIMATION, and choose the clip you imported.
    10. You will need to adjust BOTH the Sequence ‘End Time‘ and ‘Selection End‘ to match the length of the clip you imported – otherwise it won’t fully play.




LATEST UPDATES




How to import a MetaHuman source rig into Maya (from Quixel Bridge)
HOW TOs > MAYA

You can get a full MetaHuman body and face skeleton (with full face rig GUI) by using the standalone version of Quixel Bridge.

(Last updated June 2024)

Software needed

Process

  • Open Maya 2022, with a new blank scene
  • Open the desktop version of Quixel Bridge.
    • In the right top corner, click the icon of a person, and sign into your account.
    • In the top menu, go Edit > Download Settings. In the MODELS tab, change the MetaHumans dropdown to be “Source Asset”
    • In the top menu, go Edit > Export Settings. Change the “Export Target” dropdown to be Maya. Install the plug-in if necessary and restart both programs.
    • In Quixel Bridge, click METAHUMANS on the left hand side. Make sure you’re in the “MetaHuman Preset U-E-5” section. Click the tile of your selected MetaHuman.
    • On the right side, click the “Download” button.
    • When the metahuman is finished downloading in Bridge, click “Export”.
  • Switch to Maya.
    • In Maya, click YES to the dialogue box.
    • It can take up to 20 minutes to load the metahuman, depending on your pc.
    • Once it’s loaded, you’ll see the feet of the MetaHuman.
    • The scene defaults to being z-up. But we need it to be Y-up.
    • Go  WINDOWS > SETTINGS / PREFERENCES > PREFERENCES
    • In the popup, click “settings” on the left hand side.
    • Change the “up axis” to “y”.
    • While we’re here, you should also change something else.
      • So under “settings” on the left, click “animation”.
      • Then make sure, “NEW H-I-K CURVE DEFAULT”, is set to “Independent Euler angle curves”.
      • This is just something you should get in the habit of doing any time you’re working with Maya, to make MetaHuman animation work in the future.
    • Now, on the left, click “color management“. Turn off the checkbox for “Enable Color Management“. This stops the skin looking bright red in the viewport.
    • Click “Save” to close this dialogue box.
    • Now in the Outliner, click, “root_drv”.
    • In the channel box, change ROTATE “x” to -90.
    • Now in the outliner, click “Lights”.
    • And in the channel box, again change ROTATE “x” to -90.
    • Now in the Outliner, twirl down, “rig”.
    • Then “Head grp”.
    • Then click to select, “head rig grp”.
    • And in the Channel box, change ROTATE “x”, to -90.
    • Go into the “view” menu above the “Viewport”. Hover over, “View Along Axis”. Then click -Z.
    • Press F on the keyboard, to frame the entire body.
    • Okay, now go FILE > SAVE SCENE AS.
    • To the end of the name, add “_01_Y-up“. (For example “Svetka_full_rig_01_Y-up.mb“)
    • And click “SAVE AS”.

Next Steps

You might want to export the body mesh for Marvelous Designer.

You also might want to then add a HumanIK rig to the body, to make it easier to animate – and to more easily import and apply animations.

See How to add a HumanIK rig (HIK) to a MetaHuman body in a source file from Quixel Bridge





LATEST UPDATES




How to export body animation from a ‘MetaHuman body dummy’ in iClone 8 to Maya
HOW TOs > iCLONE & CHARACTER CREATOR

If you’ve animated a MetaHuman “Dummy” in iClone, how do you transfer that over to Maya, and onto the MetaHuman source character?

Well, it’s quite straightforward – as long as you’ve already imported a Maya MetaHuman source rig (instructions here) and then applied a HumanIK (HIK) rig (instructions here).

So as of iClone 8.4 and Maya 2024, here’s the process:

  1. In iClone 8, you should have a dummy in your scene and animation clip or clips on the timeline, like this:

  2. Now you need to export the animation as an FBX.
    1. Take a note of the FPS that your iClone project is set to. You need to use that info later in Maya.
    2. Select the animation clip on the Timeline, and go to FILE > EXPORT > EXPORT FBX
    3. Make the settings like this:

      And then click EXPORT.
    4. Name the file ending in “*_anim”
  3. Now, SAVE your iClone project, because you are going to make some strange changes that you do NOT want to save.
  4. We need to export a T-Pose. So to do this:
    1. Delete the animation clips on your timeline. (Again, DO NOT SAVE YOUR ICLONE PROJECT during this process.)
    2. Go to frame 0 in the timeline
    3. Your character will be in a default T-Pose in the viewport, but actually that position doesn’t export (at least it doesn’t for me)
    4. So go into the CONTENT window, and click the ANIMATION icon at the top. Then double click to open the POSE folder. Then the CALIBRATION folder. And double click on “T-POSE“.
    5. Go to FILE > EXPORT > EXPORT FBX
    6. Make the settings the same as they were, except change the export range to “Current Frame“
    7. Click EXPORT.
    8. Name the FBX something ending in “_tpose“
    9. Go to FILE > NEW PROJECT, and DON’T SAVE CHANGES to your iClone project

  5. Now we need to import the ‘tpose’ iClone FBX into Maya and create an HIK rig:
    1. In Maya, go to FILE > NEW SCENE to create a blank scene
    2. Change the FPS (in the bottom right of the interface) to match your iClone project’s FPS.
    3. Import the “*_tpose.fbx” file you exported from iClone
    4. Select the root (the vertical cylinder between the character’s legs),
    5. In the HumanIK panel (Windows > Animation Editors > HumanIK), change the Character dropdown to NONE
    6. Click ‘CREATE CHARACTER DEFINITION‘
    7. Select the root again
    8. In the HumanIK panel, click the blue button, then hover over EDIT CHARACTER DEFINITION, and click LOAD CHARACTER DEFINITION TEMPLATE
    9. Change the template to “iCloneMHDummyExportWMayaTmplte“.
      If you don’t already have that template, you can download the file here, then unzip it and place it in:
      C:\Users\{username}\AppData\Roaming\Autodesk\HIKCharacterizationTool6\template
    10. Under ‘Match Scope’, click the top option, and make sure the text field is blank
    11. Click OK
    12. The entire body will turn GREEN in the ‘definition’ tab
    13. Click the PADLOCK just above the definition tab
    14. Change the SOURCE dropdown to ‘Control Rig‘. (You will see a green item added to the outliner – this is the control rig.)
    15. Click the blue button, then click RENAME CHARACTER.
    16. Enter the name “iCloneMHDummy_” and then your MetaHuman body code (eg. iCloneMHDummy_m_med_nrw). Then click OK.
    17. Now change the SOURCE to “None“.
  6. Now we need to import the ‘anim’ iClone FBX into Maya:
    1. In the Outliner, click to select “RL_BoneRoot“
    2. Import the “*_anim.fbx” file you exported from iClone
    3. You’ll see that the character is now animated. (Scrub through the timeline to double check there is animation, otherwise trace your steps as something has gone wrong.)
    4. Go to FILE > SAVE SCENE AS
    5. Name the file, ending in “*_iCloneMHDummyanim“
    6. Click SAVE AS
  7. Now we need to apply the new animation to your MetaHuman rig:
    1. Open your MetaHuman source rig scene, which will look something like this, and might have a name ending in “_full_rig_02Y-upHIK.mb“:
    2. Deselect everything in the Outliner
    3. Change the FPS (in the bottom right of the interface) to match your iClone project’s FPS.
    4. Go to FILE > IMPORT and import the Maya scene you just  made of the iClone animation (*_icloneanims.mb)
    5. It might look a little confusing, but it’s just added three items, something like this:
    6. In the outliner, HIDE the newly imported items.
    7. In the HumanIK window, change the “CHARACTER” dropdown to be your original HIK-rigged MetaHuman’s character. (How do you know which one to select? Well, in the Outliner it’s the name of the top green star object, excluding ‘_Ctrl_Reference‘. So in the example image above, the HIK-rigged MetaHuman character’s name is “MH_m_med_nrw_HIK“.)
    8. Change the SOURCE dropdown to your imported iClone character name. (In the example image above, it’s “_iCloneMHDummyanim“.)
    9. Scrub through the Timeline, and you’ll see that the animation has been applied. But remember, it’s only TEMPORARILY applied. If you want to permanently apply that animation to your original HIK-rigged MetaHuman character, you need to either bake it to the skeleton or bake it to the Control Rig.
  8. Now let’s BAKE the animation to the skeleton:
    1. In the “HumanIK” window, double check that the “CHARACTER” dropdown is set to your original HIK-rigged MetaHuman’s character. This is what the animation will be baked TO. And the “SOURCE” dropdown must be your newly imported iClone character name.
    2. Click the large blue button, and then hover over BAKE, and click the box next to “BAKE TO SKELETON“.
    3. In the ‘Bake Simulation Options’ dialogue, go to it’s EDIT menu and click RESET SETTINGS.
    4. Then at the bottom, click BAKE.
    5. The Viewport will now have a red outline around it, and the timeline will be slowly moving through all of the frames, as it processes the bake.
    6. When the BAKE is finished, the “SOURCE” dropdown will change to NONE. This is because the animation is now truly on the ‘skeleton’ of
    7. your original HIK-rigged MetaHuman’s character.
    8. In the Outliner, you’ll see that “root_drv” is selected. That’s where the keyframes have actually been added.

WANT TO EXPORT TO UNREAL? If you want to export the animation (from root_drv etc and your overall MetaHuman rigged character)  to Unreal at some point, you can follow these instructions.





LATEST UPDATES




How to export body animation from a ‘MetaHuman body dummy’ in iClone 8.4 as an FBX that can be added to a MetaHuman in Unreal 5.3
HOW TOs > UNREAL

So how do you export body animation from a ‘MetaHuman body dummy’ in iClone 8.4 as an FBX that can be added to a MetaHuman in Unreal 5.3?

Thanks to Bassline303/StyleMarshal – here are some links for useful tutorials!


Tutorial: Easy method to import iClone body animations to Metahumans in Unreal Engine

Monoville
Apr 8, 2023

UE5.2.1 – Retarget Source Asset

StyleMarshal
Jul 7, 2023

 

Instructions

The instructions are the same in both videos above, and here’s a summary:

  1. Download the official iClone MetaHuman Live Link kit here
  2. Unzip that kit, and you’ll find these folders:
  3. Open the folder “MetaHuman Dummies for iClone 8“, which will contain 18 .iAvatar files (one for each MetaHuman body type):
  4. Import one of those MetaHuman “body dummy” iAvatar files into iClone, and animate with it
  5. In Unreal, use the built-in Quixel Bridge to add a MetaHuman to a project, drag it into a level, and say yes to all the dialogue boxes telling you to activate plugins
  6. Go to the file menu and SAVE ALL, and then and close Unreal entirely
  7. Copy the contents of the folder “content” in the ‘kit’, and paste it inside the “content” folder of your Unreal Project, then re-open Unreal
  8. When you’re finished with animating in iClone, go FILE > EXPORT > FBX
  9. Use the following settings (use your iClone project’s FPS):
  10. In Unreal, import the FBX, using these settings:
  11. Once it’s imported, double click the resulting animation to open it in an Editor window
  12. Change the ‘retarget source asset‘ dropdown to be your MetaHuman body size’s skeletal mesh (eg. m_med_nrw).
  13. Click COMPILE and SAVE, and you can close that Editor window

Now you can add the animation to a MetaHuman inside the Sequencer in the normal way (ie. drag the MetaHuman into the sequencer, delete the body rig, click the plus icon on the body track and add animation then choose the file).

NOTE: If you get foot sliding and root animation mismatch (ie. the iClone animation doesn’t fully align with what you’re seeing in Unreal), you may need to do the following according to a comment on the Monoville video above:
1. select you animation and add to character in sequencer
2. right click on the animation purple bar
3. select properties
4. go down to root motion
5. in the start location offset boxes change the zeros to ones in the first two boxes




LATEST UPDATES




“How To” Guides: iClone & Character Creator
<– ALL ‘HOW TO’ GUIDES


Import face animation into iClone

iClone to Unreal

iClone & MetaHumans

Character Creator





LATEST UPDATES




List of MetaHuman Body Types & Presets
HOW TOs > UNREAL

METAHUMAN BODY TYPES & PRESET LIST

Metahumans come in 18 sizes (see official page about it here).

The sizes are variations of:

  • Short, Average, Tall
  • Male, Female
  • Underweight, Medium, Overweight

18 METAHUMAN BODY TYPES

Here are the body types, with my IDs added.

UNDERWEIGHT OPTIONS MEDIUM WEIGHT OPTIONS OVERWEIGHT OPTIONS
MHBT#1.
f_srt_unw_body_rig.ma
SHORT 1.49m, FEMALE, UNDERWEIGHT
MHBT#2.
f_srt_nrw_body_rig.ma
SHORT 1.49m, FEMALE, MEDIUM WEIGHT
Hana, Pia
MHBT#3.
f_srt_ovw_body_rig.ma
SHORT 1.49m, FEMALE, OVERWEIGHT
MHBT#4.
f_med_unw_body_rig.ma
AVG HEIGHT 1.60m, FEMALE, UNDERWEIGHT
Bernice, Danielle, Glenda
MHBT#5.
f_med_nrw_body_rig.ma
AVG HEIGHT 1.60m, FEMALE, MEDIUM WEIGHT
Hadley, Irene, Lexi, Natalia, Rosemary, Tori
MHBT#6.
f_med_ovw_body_rig.ma
AVG HEIGHT 1.60m, FEMALE, OVERWEIGHT
MHBT#7.
f_tal_unw_body_rig.ma
TALL 1.675m, FEMALE, UNDERWEIGHT
MHBT#8.
f_tal_nrw_body_rig.ma
TALL 1.675m, FEMALE, MEDIUM WEIGHT
MHBT#9.
f_tal_ovw_body_rig.ma
TALL 1.675m, FEMALE, OVERWEIGHT
MHBT#10.
m_srt_unw_body_rig.ma
SHORT 1.65m, MALE, UNDERWEIGHT
Emory
MHBT#11.
m_srt_nrw_body_rig.ma
SHORT 1.65m,MALE, MEDIUM WEIGHT
MHBT#12.
m_srt_ovw_body_rig.ma
SHORT 1.65m, MALE, OVERWEIGHT
MHBT#13.
m_med_unw_body_rig.ma
AVG HEIGHT 1.72m, MALE, UNDERWEIGHT
Dhruv
MHBT#14.
m_med_nrw_body_rig.ma
AVG HEIGHT 1.72m,MALE, MEDIUM WEIGHT
Chandra, Cooper, Emanuel, Ettore, Kristofer, Taro, Vincent, Wallace
MHBT#15.
m_med_ovw_body_rig.ma
AVG HEIGHT 1.72m, MALE, OVERWEIGHT
MHBT#16.
m_tal_unw_body_rig.ma
TALL 1.80m, MALE, UNDERWEIGHT
MHBT#17.
m_tal_nrw_body_rig.ma
TALL 1.80m,MALE, MEDIUM WEIGHT
Trey, Jesse, Oskar
MHBT#18.
m_tal_ovw_body_rig.ma
TALL 1.80m, MALE, OVERWEIGHT
Hudson, Kai 

 

METAHUMAN PRESETS

The UE5 presets as of 2023/03/18 are (excluding the “_body_rig.ma” at the end, for their maya rig files):

  1. Ada – f_med_nrw
  2. Amelia – f_srt_nrw
  3. Aoi – m_med_nrw
  4. Bernice – f_med_unw
  5. Bes – m_med_unw
  6. Bryan – m_med_nrw
  7. Chandra -m_med_nrw
  8. Cooper -m_med_nrw
  9. Danielle -f_med_unw
  10. Dhruv -m_med_unw
  11. Emanuel – m_med_nrw
  12. Emory -m_srt_unw
  13. Ettore -m_med_nrw
  14. Farrukh – m_srt_ovw
  15. Fei – f_srt_ovw
  16. Gavin – m_med_nrw
  17. Glenda -f_med_unw
  18. Hadley – f_med_nrw
  19. Hana – f_srt_nrw
  20. Hudson – m_tal_ovw
  21. Irene – f_med_nrw
  22. Jesse – m_tal_nrw
  23. Kai – m_tal_ovw
  24. Keji – m_srt_nrw
  25. Kellan – m_med_nrw
  26. Kendra – f_med_nrw
  27. Kioko – f_med_nrw
  28. Koda – m_tal_nrw
  29. Kristofer – m_med_nrw
  30. Kwame – m_tal_nrw
  31. Lena – f_srt_unw
  32. Lexi – f_med_nrw
  33. Lucian – m_med_nrw
  34. Malika – f_med_nrw
  35. Maria – f_med_ovw
  36. Myles – m_med_nrw
  37. Nasim – m_med_nrw
  38. Natalia – f_med_nrw
  39. Neema – f_tal_unw
  40. Orla – f_srt_ovw
  41. Omar – m_med_nrw
  42. Oskar – m_tal_nrw
  43. Payton – f_med_nrw
  44. Pia -f_srt_nrw
  45. Robin – f_med_nrw
  46. Rosemary – f_med_nrw
  47. Roux – f_med_nrw
  48. Rowan – m_med_nrw
  49. Sadhil – m_med_ovw
  50. Senecca – m_tal_unw
  51. Skye – f_med_nrw
  52. Sook-ja – f_med_unw
  53. Stephane – m_tal_unw
  54. Taro – m_med_nrw
  55. Tori – f_med_nrw
  56. Trey – m_tal_nrw
  57. Valerie – f_med_nrw
  58. Vincent – m_med_nrw
  59. Vivian – f_tal_nrw
  60. Wallace – m_med_nrw
  61. Yuri – m_tal_nrw
  62. Zakari – m_srt_unw
  63. Zeva – f_med_nrw
  64. Zhen – f_med_nrw




LATEST UPDATES




How to add a HumanIK rig (HIK) to a MetaHuman body in a source file from Quixel Bridge
HOW TOs > MAYA

THIS PAGE IS WRONG NOW AS OF UE5.4. THE SOURCE FILES HAVE CHANGED AND THE VALUES BELOW ARE INCORRECT.

 

If you have a MetaHuman source file open in Maya (ie. you have used Quixel Bridge to export a MetaHuman to Maya), you’ll see that it comes with a facial rig but not a body rig. (That is, there is a body SKELETON, but there’s no way to easily control it.)

So let’s add a body rig that supports FK and IK. In Maya, one of the easiest ways to do that is to add a HumanIK rig.

Step 1. Change the character into a t-pose

We need to change the character into a t-pose to make this work.

  1. In the viewport click in a blank area to deselect everything.
  2. Now go to the Show menu and turn on “joints”.
  3. In the same Show menu, turn off polygons.
  4. You might want to hide “DHIhead:spine_04” entirely in the Outliner, because it shares bones with the main body and it can get confusing.
  5. Go to the first frame of the Timeline. (I usually change the scene to start on frame 0)
  6. Turn on the “Auto keyframe toggle“, which is in the right bottom of the Maya interface
  7. CLAVICLES:
    1. In the Viewport, click on the right clavicle. Hold down shift and click the left clavicle.
    2. In the Channel Box, change the “Rotate Y” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
      UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT
      f_srt_unw
      ROTATE Y: ??
      f_srt_nrw
      ROTATE Y: ??
      f_srt_ovw
      ROTATE Y: ??
      f_med_unw
      ROTATE Y: ??
      f_med_nrw
      ROTATE Y: -7
      f_med_ovw
      ROTATE Y: ??
      f_tal_unw
      ROTATE Y: ??
      f_tal_nrw
      ROTATE Y: ??
      f_tal_ovw
      ROTATE Y: ??
      m_srt_unw
      ROTATE Y: ??
      m_srt_nrw
      ROTATE Y: ??
      m_srt_ovw
      ROTATE Y: ??
      m_med_unw
      ROTATE Y: ??
      m_med_nrw
      ROTATE Y: -10
      m_med_ovw
      ROTATE Y: ??
      m_tal_unw
      ROTATE Y: ??
      m_tal_nrw
      ROTATE Y: ??
      m_tal_ovw
      ROTATE Y: ??

      **Eventually I’d love to fill this table out with ROTATE Y values for all 18 MetaHuman body types.

  8. UPPER ARMS:
    1. In the Viewport, click on the right upper arm joint.
    2. Hold down shift and click the left upper arm joint.
    3. In the Channel Box, change the “Rotate Y” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
      UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT
      f_srt_unw
      ROTATE Y: ??
      f_srt_nrw
      ROTATE Y: ??
      f_srt_ovw
      ROTATE Y: ??
      f_med_unw
      ROTATE Y: ??
      f_med_nrw
      ROTATE Y: -45
      f_med_ovw
      ROTATE Y: ??
      f_tal_unw
      ROTATE Y: ??
      f_tal_nrw
      ROTATE Y: ??
      f_tal_ovw
      ROTATE Y: ??
      m_srt_unw
      ROTATE Y: ??
      m_srt_nrw
      ROTATE Y: ??
      m_srt_ovw
      ROTATE Y: ??
      m_med_unw
      ROTATE Y: ??
      m_med_nrw
      ROTATE Y: -44
      m_med_ovw
      ROTATE Y: ??
      m_tal_unw
      ROTATE Y: ??
      m_tal_nrw
      ROTATE Y: ??
      m_tal_ovw
      ROTATE Y: ??

      **Eventually I’d love to fill this table out with ROTATE Y values for all 18 MetaHuman body types.

    4. Now in the viewport click in a blank area to deselect everything.
  9. LOWER ARMS:
    1. Click the right lower arm. Hold down shift and click the left lower arm.
    2. Then in the Channel Box, change the “Rotate Z” amount. You will need to change it to varying amounts depending on the size of your MetaHuman:
      UNDERWEIGHT MEDIUM WEIGHT OVERWEIGHT
      f_srt_unw
      ROTATE Z: ??
      f_srt_nrw
      ROTATE Z: ??
      f_srt_ovw
      ROTATE Z: ??
      f_med_unw
      ROTATE Z: ??
      f_med_nrw
      ROTATE Z: 36
      f_med_ovw
      ROTATE Z: ??
      f_tal_unw
      ROTATE Z: ??
      f_tal_nrw
      ROTATE Z: ??
      f_tal_ovw
      ROTATE Z: ??
      m_srt_unw
      ROTATE Z: ??
      m_srt_nrw
      ROTATE Z: ??
      m_srt_ovw
      ROTATE Z: ??
      m_med_unw
      ROTATE Z: ??
      m_med_nrw
      ROTATE Z: 36
      m_med_ovw
      ROTATE Z: ??
      m_tal_unw
      ROTATE Z: ??
      m_tal_nrw
      ROTATE Z: ??
      m_tal_ovw
      ROTATE Z: ??

      **Eventually I’d love to fill this table out with ROTATE Z values for all 18 MetaHuman body types

Step 2. Characterize the skeleton

Ok so we have our t-pose. Now let’s characterize the skeleton.

  1. Click the brown root bone between the legs.
  2. Open up the Human IK panel. (If you don’t have this panel visible, go to the top menu WINDOW> ANIMATION EDITORS > HUMAN IK.)
  3. Change the “character” dropdown to “none“.
  4. Click “create character definition”.
  5. Select the brown root bone again.
  6. Click on the blue button in the HumanIK panel, then hover over “edit character definition” > “load character definition template”.
  7. Then in the template drop down, choose “Metahuman_UE5_V1”. If you don’t have that option, you need to download it here then unzip the file and move it to:
    C:\Users\{yourname}\AppData\Roaming\Autodesk\HIKCharacterizationTool6\template
  8. Click to enable “match all bones bones with prefix”
  9. In the text field, delete all text so it’s entirely blank.
  10. Click OK.
  11. Check that EVERY bone has turned green. If not, you need to adjust the ROTATE Y and ROTATE Z values of the upper and lower arms.
  12. Once it’s processed click the padlock icon to lock the bone setup.
  13. Change the source drop down to control rig, to generate the HumanIK Control rig.
  14. Now click  the blue button and choose “Rename character”.
  15. Type in the name “charaternameHIK” (eg. “billyHIK“). Or you could use MetaHuman body type, so something like “MH_{bodytype}_HIK” (eg. “MH_m_med_nrw_HIK“).
  16. Click OK to apply the name.
  17. In the viewport, go to the Show menu and turn off “joints”.
  18. In the same Show menu, turn on polygons.
  19. I usually save this Maya scene as “_full_rig_02Y-upHIK.mb“. (I come back and open this file really often as part of my animation process, so I make sure I name it properly!)

NOTE: If you want to return the character the same A-Pose that it was before you added the HIK rig, you can do that by doing the following:

  • Make sure you have the HumanIK tab open, the SOURCE set to your character (eg. characternameHIK), and the TARGET set to “Control Rig“.
  • First, let’s fix the upper arms.
    • In the HumanIK tab, click on the CONTROL sub-tab, then click the character’s upper left arm (the line not the ball)
    • In the Channel Box, change ROTATE Y to “53.5” and ROTATE Z to “-6“. (These values are for m_med_nrw so will need to be adjusted for your MetaHuman body size.)
    • Now click the upper right arm (the line not the ball), and again in the Channel box change the ROTATE Y to “53.5” and ROTATE Z to “-6“. (These values are for m_med_nrw so will need to be adjusted for your MetaHuman body size.)
  • Now, let’s fix the lower arms.
    • Now in the HumanIK tab, click on the CONTROL sub-tab, then click the character’s lower left arm (the line not the ball)
    • In the Channel Box, change ROTATE Y to “4” and ROTATE Z to “36“. (These values are for m_med_nrw so will need to be adjusted for your MetaHuman body size.)
    • Now click the lower right arm (the line not the ball), and again in the Channel box change the ROTATE Y to “4” and ROTATE Z to “36“. (These values are for m_med_nrw so will need to be adjusted for your MetaHuman body size.)

 

 





LATEST UPDATES




“How To” Guides: Maya
<– ALL ‘HOW TO’ GUIDES

MetaHumans in Maya

METAHUMAN SOURCE RIGS

EXPORT TO MARVELOUS





LATEST UPDATES




How to simulate clothing physics in Marvelous Designer & export as Alembic
HOW TOs > MARVELOUS DESIGNER

MARVELLOUS DESIGNER ALEMBIC BAKED SIMULATION

Want to use iClone 8 and Marvelous Designer plus UE5.3, and BAKE the animation simulation from Marvelous Designer, check out THIS youtube video (EXTERNAL LINK) by virTjil.

 





LATEST UPDATES




How to simulate clothing physics in Unreal
HOW TOs > UNREAL

Chaos was released for “UE5.0”.

Rigid Body Animation Nodes (RBAN)

YouTube videos:


(Feb 2023) A Deep Dive into Chaos Cloth Simulation #1 Basic Introduction and Setup | Unreal Engine 5 Tutorial

Nitty-Gritty Unreal Dev
Mar 28, 2023

Unreal Engine Cloth Physic Settings Explained

Unreal DevOP
Dec 2021

UE5.3 NEW CHAOS PANEL CLOTH SYSTEM

The new “panel cloth editor” system in UE5.3. My article about it is here.





LATEST UPDATES




How to fit the clothing to characters in Character Creator without “poke-through”




LATEST UPDATES




How to make foggy/overcast skies with Lumen




LATEST UPDATES




How to hide ground textures repeating / tiling in Unreal
HOW TOs > UNREAL

Landscapes can often seem to have repeating (or “tiling”) materials and textures. It can make them look really fake!

There are a few ways to fix that problem. Checkout the videos below!

 


0:32 / 9:45 • Use seamless textures The Secret to Hide TEXTURE REPETITION in Unreal Engine 5: 4 PRO TIPS – UE5 Tutorial

Game Dev Academy
May 7, 2023

Unreal 5 – Built-in Engine Textures That Don’t Repeat (Doesn’t help with your own textures!)

Royal Skies

May 23, 2023

How to HIDE Texture REPETITION in Unreal Engine

Unreal Sensei

Aug 7, 2020

UE5 Texture Repetition and Tiling quick fix (Mute, video only)

CyberpunkGodzilla
Jun 27, 2022

 





LATEST UPDATES




Can you add clothes in Character Creator to a standard character?
HOW TOs > iCLONE & CHARACTER CREATOR

Can you add clothes in Character Creator to a standard character?

No.

In Character Creator, there are three options when you import an FBX for a character: CC AVATAR (Standard), HUMANOID (Non-Standard) and CREATURE (Non-Human).

Only the first option – CC AVATAR (standard) – supports clothing, and you can’t import a custom character as CC AVATAR. It just doesn’t work – it will present you with an error.

 





LATEST UPDATES




How to import OpenVDB files into Unreal using SVTs (UE5.3+)
HOW TOs > UNREAL

If you have an OpenVDB file (such as fire or an explosion), how do you import it into Unreal? And how do you get it working with Sequencer?

  1. DOWNLOAD VDB:
    You can download sample VDB files here (check out my list of free VDB files here)
  2. IMPORT INTO UNREAL:
    Check out how to import VDB files into unreal using this video – “Mastering VDB in Unreal Engine 5.3” by Winbush
  3. SET UP WITH SEQUENCER:
    Check out how to get Sequencer to “cue” the vdb properly in this video – “Learn How to Render VDB Sequences in Unreal Engine 5.3” by Winbush
  4. (OPTIONAL) RENDER WITH PATH TRACER:
    If you want to render with Path Tracer, you’ll also want to watch this video – “How to Enable & Render VDB Path Tracer in UE 5.3” by Winbush

 





LATEST UPDATES




Can Daz3D hair (groom aka strand by strand hair, labeled “dForce”) be converted into UE5 ‘groom’ hair?
HOW TOs > UNREAL

Can Daz hair (groom aka strand by strand hair, labeled “dForce”) be converted into UE5 ‘groom’ hair?

Yes!

Check out this forum post, and check out the following YouTube video:





LATEST UPDATES




Is Nvidia’s DLSS system useful for rendered cinematics in Unreal Engine?
HOW TOs > UNREAL

No. At least not as of UE5.5 in January 2025. DLSS4 is the latest (not yet in UE but coming) and no, doesn’t work with rendered stuff.





LATEST UPDATES




© 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.