I’m using version 5.8 and I’m a new to Metahuman. I’ve tried deforming the mesh and nothing happens after I accept then save it to the final outfit. I’ve gone through a few Youtube tutorials on how to layer the clothing but in version 5.8 I don’t see an option to create a “Mesh Component” using the Mutable plugin. Below is a screenshot of what the issue looks like on my Metahuman:
I got these assets from the Fab store, the shirt is a separate asset from the pants and I tried different assets with the same problem (all assets said they support 5.8 and Metahuman).
Easiest thing to do would be to export shirt mesh to an .fbx file, import it to Blender, then use sculpt tool with inflate brush to make shirt fit over pants. Would probably want to export pants too and import to Blender scene so you can see when the shirt escapes pants. Alternatively, you could modify the shirt material and add a texture sample and add a world postition offset to vertices and paint a grayscale texture to map the areas which need inflating. Or for that matter, you could paint vertex colors (if it’s not a nanite skelemesh) and get vertex colors in material and add/multiply a world position offset to it Just paint/erase the vert colors to black, and paint a soft white area along bottom of shirt, Plug this into material, adjusting multiply value as needed:
could it be imported back into Metahuman? I’m confused at where I am going wrong in that it isn’t updating in Metahuman; I’ve tweaked the meshes in 3D apps and inside Unreal but they aren’t updating in the wardrobe…
[UPDATE] the mesh saves/updates when I edit the blueprint of the Metahuman, but not when I try to edit the chaos cloth/wardrobe item for Metahuman itself before I rig/assemble it to be made into a blueprint. Can we not update meshes if they’re not a blueprint yet?
Might help to duplicate a mesh item when editing it, them apply the new mesh to the metahuman Outfit Asset to force it to reevaluate the geometry? Like if you have an OA_BlackT-shirt which links to skm_T-shirt in it. duplicate skm_T-shirt, edit that mesh as needed, then point OA_Black_T-shirt to new skm_T-shirt2 or whatever.
I’m not totally familiar with the metahuman workflow though, I still do all my characters like a caveman by editing meshes in Blender and snapping them together in an actor blueprint.