Hello everyone,
Im developing this cinematics inside UE and I am running into an issue I hope you can help me with.
My character is Metahuman and Im skinning custom clothes on him (military uniform, equipment, etc). I do the skinning in Maya and the skeleton and weights seem to work great. When I bring my custom clothes into UE as skeletal mesh, I slot them into Metahuman’s Torso.
At first glance they seem to work perfectly, but when I run a test animation in sequencer (just a janky crouch and arm movement), I see the plate carrier’s shoulder straps clip through the shirt as the arms stretch forward.
Initially I thought it’s a weight painting issue and I double-checked it in Maya, but it looks just fine. Tried to reexport/reimport them several times using various settings, but it didnt change. Then I opened the clothes in skeletal mesh editor and ran the same test animation Im using in sequencer and noticed the skinning works just fine, looking same as it does in Maya.
That kinda tells me it breaks somewhere in Metahuman’s BP or in sequencer. Is the BP doing some additional things under the hood that cause the clipping? Is there a way to force it to follow how it looks in the skeletal mesh editor?
I’m attaching a comparison screenshot sequencer vs. skeletal mesh editor so you can see what I mean. If anyone can give me pointers I would be very thankful.
Cheers!
