Have anyone figured the workflow?
Hey! Yeah there’s quite a bit of info here, also depends on how you want to approach it. Basically you can poly model some clothes or use something like Marvelous Designer, then you need to get some weights applied to your clothes and import in to Unreal as a skeletal mesh. You can also simulate the clothes on a pre animated Metahuman in Marvelous or I guess blender, you could also get some clothing models elsewhere like Turbosquid.
What are your thoughts on how you want to go about supplying the clothing in the first place?
Hey thanks for the answer, I don’t want to waste your time so i’ll be clear, I’m a programmer and my 3D modelling skills are extremely limited, I just understand the most basic concepts.
The thing is, when MH first appeared I was excited thinking I finally would be able to develop my game, since what always stopped me was the lack of human characters models but then I realized it wouldn’t work due the lack of clothes customization.
Now answering your question, I don’t really have a plan because I don’t fully understand how MH works, for example, is the character exported in a modular way? If so I guess I could try to export the fbx files to blender and model the clothes over the torso, legs, etc. Otherwise the only way I think would be to attach them to sockets, not sure if that even works.
Sorry that’s all that I have in mind right now, I’m mostly looking for some guidance.
Hi Yeah, it’s fairly modular, and to be fair although not out of the box but you can pretty much do what you like with it. There are some tutorials out there on YouTube but basically the easiest way you could customise the clothing is to export the Metahuman to blender, then model say the trousers based on the legs, you don’t have to keep any of the body apart from the head and hands are helpful.
Once you’ve modelled the trousers or imported a pre made model you need to use blender to transfer the weights from the current body and export with the armature (skeleton) back in unreal, you import and add the trousers to that associated body part in the Metahuman blueprint.
I’ve really simplified it there without adding all the specific detailed steps but it’s a fairly quick process if you already had the clothes modelled or created in Marvelous. I should really put together a tutorial as a reminder for my self, it’s easy to forget some small detail when you haven’t done it for a while.
Same with the shoes and top, if you download a Metahuman without any clothes you get the full body and also if you download one with clothes you get the body minus the parts where clothes are.
You can do this in some slightly different ways, I’ve used masks before to hide some body parts and also deleted specific parts using blender.
Here’s a link I’ve just take from youtube, I’ve had a quick skip through and it looks mostly the same process I’ve used, also I’ve learnt a few things from him before Clothing for Metahumans I Import 3D clothing using blender and weight painting for UE4 | Learn w/ me - YouTube sorry it’s a long reply. Let me know if you have any specific questions after looking thorough the video, also he has lots of other videos on customising. You can also create custom hair in blender.
Id say stick with it, once you’ve done it a few times it’s not that bad and also pretty quick if you have Marvelous to develop some clothes. Perhaps in the final metahuman creator they will have more options for clothes.
Someone else jump in if you’ve got an easier workflow for this.
Thank you again, I just made a test and the exporting doesn’t seems to be full modular.
I got the torso and legs in a single sk mesh.
Also look how the legs include part of the bottom clothes:
I mean, pretty unusable
If you use the full preview mesh with head you can use that for your animation in MD, then use a body with the missing parts back in Unreal so you don’t get any areas of body and clothing that intersect.
It means swapping the body for the preview before baking the animation and then when you import back in to Unreal use a suitable body with the missing parts. This way you won’t get body parts showing through the clothing.
If there isn’t a suitable body you can edit it in Blender to delete the parts you don’t want.
I’m guessing that’s why it was done this way when exporting from MH creator.