Custom clothes skeletal mesh problem - gets stuck in the place

Hello!

Im trying to create custom clothes for my Metahuman, when i place it on my metahuman with mocap animation it works, moves with it as should. but sometimes it glitches and gets stuck in the air. Cant find anything like this on the internet.

Skinning was done in blender. I tried multiple aproaches to skinning everytime with same problem. Even tried different meshes (low poly, high poly etc.)

Also it seems to me, that this think doesnt happen when im in another window on my second screen (for example brosing in chrome and just watching unreal on second screen) a it starts glitching as soon as i go to editor a just going with view around.

Here is video with glitch:

Thank you!
Michal

Hey,
so I already solved it!

It was happening because of metahumans LODs.
The cloth had only LOD0, and when metahuman changed from LOD0 to LOD1 etc. The skinning problem occured.

When i disabled all LODs on metahuman, the problem disapeared.

So I got second question. Do you know how to do this right? Without disabling metahumans LODs?

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You’ll need to create the LODs of the clothing for each LOD, even if it’s just the same mesh but it will need to be assigned to each LOD, also it happenes when you’re using two viewports as it’s taking the LOD distance from both viewports not just the one you have active.

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Hey, I have autogenerated 3 LODs which should be mapped to the Metahuman LOD levels through the LOD sync component like this: [0, 0, 1, 1, 2, 2, 3, 3]. However the bone reduction / influence-transferred- to-the- root- bone glitch still happens. Or maybe I missed as step. What do you mean by assigned to each LOD?

1 Like