How they make clothes or armors fit every character in game?

I’m a blender user. I know how to model and rig but not so deeply. I started to learn unreal engine 5 and coding stuff is very hard but it is not the topic. I wanted to ask about clothings and armors. How they make it possible to every cloth and armor fit every character in game.

For example I have a city with characters I made and I have a armor and I want it to be fit every character in city what should I do? Do I have to make my armors fit every character by manually in blender(it means all cloths are diffrent even if they are same due to model size and height or morphs)or is there some way to do that otomaticly?

I also used dazstuido so I imagine they use 1 human body with very detailed morphs than they just use morhps to change characters looks, heights or even size. So thats why all clothes fit every character? Cloths share same morph settings? Im really confused couldnt figured out magic behind it.

Because I want to make characters for my game and I want them to be able to use every armor and clothing so it just stucked in my mind. Probly I’m not even close to this part of making games but cant stop thinking about it. Can anyone explain to me?

also sorry, English is not my native langue.

You little project is not so little to pull off but with that in mind I would recommend using Daz Studio with the option of either Genesis 3 or Genesis 8 over Blender. Not that Blender can’t do it but the shear work load would be horrendous.

What you ask can be done with either 3 or 8 once you get past the learning curve of harvesting the number of working assets required to be imported into Unreal 4-5 and made available to the project.

By design 3-8 are framework base characters that you can create different characters in shape and size by using what they call Injectors for body and head and any clothing sharing the same framework will conform to any adjustments. Once the assets are ready you can decided what combinations of body style you need and make use of the character BP to composite different combinations.

You could even go the advanced route and do all of your actors as a procedural which is more or less how Weta does it using Massive.

In the mean time you could find help here

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But even Kenshi made that and he was only 1 person devolped that game. I know daz but I want to create custom characters because my characters are not ordinary looking they are very stylezed.

Well as I said there is a steep learning curve but like any other 3d application Daz Studio is the program used to create other forms of “custom” assets besides character models and Genesis is the utility, as a framework, where other stylized characters can be developed using the same framework.

It’s just one option as to the question
“How they make clothes or armors fit every character in game?”
as you can use Daz Studio to import your custom character and use the available tools to fit your clothing to any body style you wish.

We use Genesis in our project as a replacement for Epics base character and have developed a dozen or so custom player models unique to our game so as a development tool alone, for us, was worth the effort.

Understandable it’s a time commitment going beyond “going with what you know” but what other options are you considering? We spent 2 years examining DS use as a character development option going beyond the need for the final result.

In the end it’s the same old problem of how to develop the necessary working assets as conforming to the project requirements sooooo

I also used dazstuido so I imagine they use 1 human body with very detailed morphs than they just use morhps to change characters looks, heights or even size. So thats why all clothes fit every character? Cloths share same morph settings? Im really confused couldnt figured out magic behind it.

Yes that is more or less how Daz Studio works as a tool but it’s the Genesis framework that makes the magic possible as long as your working assets are configured to work with the framework be it purchased or made with Blender.