Exactly the tutorial I was looking for! So in depth and first tut I've seen showing cloth that collides with the character. Keep these coming! Did you ever figure out how to cache the simulation?
@@Goblination-UE5 Thanks! I have just used Marvelous Designer to create some customzied clothes and import them into UE5. But this way works only for Sequencer and needs Painting of Skin weights. I will try the way that you showed here!
Hey, very cool video! What about the performance? I noticed a significant loss of FPS using the kinematic mesh. Did you notice it as well? I have some overlap on the clothes and I tried to use the layered option from the documentation without success. It would be great if you could make a video about this! (I mean the seletion of clothes in order to define deferent layers of simulation) Thanks!
There is an FPS drop, yes, I have noticed that, partially depending on how high resolution our meshes are for bothe the cloth and or the kinematic object. Layered method might help, I am going to make a layered tutorial for sure! It is part of the plan! ☺️
@@trumpsaloser YES! This is just to bring the meshes and characters into engine, if you know how to do it from blender, Chaos Cloth would work the same
Looks pretty interesting. My main problem after following your previous video (marvelous designer / UE5.4) was that the Physics Asset from the MetaHuman was terrible, causing a lot of clipping of the cloth. So this looks promising.
@@chriscoppens3535 yes, the default collision objects could cause issues for sure, kinematic collider is really promising, it’s not perfect yet but I’m sure it will get better
This is such a amazing tutorial! I just have one question, so there's no way for us to weight paint the static mesh clothes in Maya or Blender and then import the clothes as skeletal mesh to UE while having the cloth sim right? Like for the rigging weight paint of the clothes, we MUST use the weigth transfer tool in UE5 Chaos Clothes plugin with a character skeletal mesh correct?
What you can try and do is instead of using - Import Static Mesh, use Import Skeletal Mesh node and connect that. I have not done that yet (used the method I am showing here). Please let me know the result of this :)
@@Goblination-UE5 that works perfectly! Thank you for the suggestion. Okay this might sound stupid I’m new to UE, but what’s the difference between this pipeline and the conventional chaos cloth weight paint pipeline? ( the one we paint green and pink)
@@callme_j081 Im glad that worked :) In terms of weight painting, it is the same workflow. Chaos Cloth has changed since UE4 though, I think that is the new norm now...
hey man great stuff - i wonder what would happen if you were to use the latest version of marvelous and click export garment simulation data? would kinematic collider work as advertised..
Great video! Yes I get the same results though - the kinematic collider doesn’t actually do what it’s supposed to do, oddly. I haven’t seen anyone actually get it working yet - even with Tim’s new example files. I think the best option right now is to only try it only clothes that don’t need much simulation (like shorts and tshirt) and massively reduce the effect, like you have. Hopefully they fix it soon.
Thanks my friend, for what it is though, it’s pretty cool 👌 I’m sure that with the next update it’ll be better! Have you managed to get the layered method yet?
I love your videos and have learned a lot from them. I am creating a cinematic using sequencer. the issue I am having is I can't get the cloth to simulate when the sequence is playing. If I click "simulate" at the top of the UI the third person character appears and the viewport resets itself. Playing the sequence doesn't do anything then. I've also tried to check the "simulate in editor" button you checked around 1hr 5 minutes into this video but the box will never "check". It just stays blank. How can I create an environment, place metahumans in it with cloth simulation running for the scene playback and then a final render out using Movie Render Queue? I must be doing something incorrectly. This shouldn't be this difficult and I'm hoping there's an easy answer.🙂 P.S. I used the MD to Cloth USD Method.
when i try to make a clo3d cloth for metahuman i face problem of weight painting in Armpit i know there is a way to fix it with maya but im using blender and your tutoriels are understandable so if you can make a video about it i thank you from now
You don’t need one for the body and one for the head, you just choose the proper MH rig for that, it will hold the information for both the body and the head 👍🏼
@@touristhawk I see, what I'd try doing, is, export the MH plus head as static objects. Make sure they are one static object (all combined as one mesh in UE) then use that as Kinematic Collider. In the transfer skin weight node, direct it to the skeletal mesh of your MH (it should be in - Content>MetaHuman>Common>Common). I know it does not show the head but the bones are all there, try and see if that plus the Kinematic Collider would work :)
Whenver I use the USD import from marvelous > UE, the fabric always shows up as extremely metallic / high shine, rather than matching what is in MD. Do you build your own custom shaders for MD imported cloth via USD, or is there a setting to fix this?
When you export from MD, scroll down when the Export USD window pops up and choose Diffuse Map, Normal Map and Roughness map as the Material node. Or, in unreal, just tweak the Material and disconnect the Metalness texture in case you had exported it as part of the USD
@@Goblination-UE5 Hmm yeah that's how I have it setup. I'll play around with it more. I was wondering if setting up the materials for the MD LiveSync plugin and re-pointing them to there would solve it.
@@Goblination-UE5 I've been trying for hours in a variety of different ways and every time I add the MH Skeletal Mesh to the second TransferSkinWeights to the slot UE (5.4) crashes. I also tried importing an FBX SKM but that crashed as well. Not sure what is happening...
@@leecorsack I see, I have a couple of questions for you. 01, what mesh are you giving your MH as cloths and are trying to have the skin weights to work with? if it is a normal static mesh let's say from Mixamo, make sure that it's scale is 1.0 on all axis' 02. what is the skeletal mesh you are selecting to provide the information from? it should be located here: /All/Game/MetaHumans/Common/Female(in my case it is a female)/Medium (in my case, I downloaded a medium version)/NormalWeight (again, in my case)/Body
@@Goblination-UE5 Thank you for the reply. The clothing static mesh (yes, normal static mesh) and the static mesh I imported as my MH collision mesh are set to 1.0 scale. I exported out my MH body and head and combined them as a single FBX mesh in Blender 4.1, then imported as a static mesh in UE. The skeletal mesh used for both TransferSkinWeights slots is the f_tal_unw_body SKM. NOTE: This is a custom metahuman with morph targets so I had modified the body slightly but the targets function fine.
@@leecorsack I see, so what I’d do is don’t combine the head and body! Export them together from blender (even lower the poly count or use lod 2 so it’s not as dense), then import the FBX into UE make sure to check the option in the import window so it’ll come in as one node. Make that the Kinematic Collision
I know it's tedious to answer all these comments, but I need your help with the simulation issue. I have a low poly skirt-like cloth (made in Blender - 3k tris). I've exported MH to Blender and reimported it as a static mesh. Everything works fine, but the cloth is poking through the legs very badly when playing walking animation. I tried adjusting all the variables, but nothing worked. My cloth mesh was a little tight, so I tried with another one but same result. Can you point out where I should look? 😊🥲
No worries my friend! So you are using the MH object from Blender as the Kinematic Object? When you add weights to the dress, try not to paint it all too high! Paint it at 0.03 so it’s almost black but still has weight to it and go from there first
For real-time simulations, Chaos is the best choice but if you're aiming for top-quality simulations in Unreal Engine for cinematic purposes and If you're not looking for a free option, there are other alternatives available.
Sure, this could be used in production for background characters for sure! Mid to close up shots? Perhaps not. I’m sure creators are sensitive enough to analyse and execute their shots according to their needs 🤷♂️
Thank You!!! but I need some help ))) I have a walking cycle with root motion (skeleton is not in place, moving forward baked to the bones) ... and my cloth working perfectly on walking in place animation, but if I use root motion animation it is sliding and seems hoocked to the root bone, it is staying on place... not following the character. Thank You, anyways for tutorial, even if you have no time to answer my question.
Hello sir... I don't know if you can help me out. Unreal crashes every time I try to transfer skin weights... I have tried different articles of clothing to no avail. Do you have any ideas concerning what might be wrong?
@@Goblination-UE5 it's FBX... I don't have marvellous designer. Also, I tried multiple clothing imported as one combined mesh as you did in the video above, crashed. I tried a single article of clothing, with nice topology, crashed.
@@144digital ok, I’m just going through slowly with you since I’m trying to figure out what you have and trying to simulate and combine in your project. Now, the character you are trying to use the skin weights from, what character is it? Scale? The cloths is being exported to fit the character? From the same software?
@@Goblination-UE5no problem sir. the character is an exported metahuman. The clothes were made to fit the character in blender. I then exported the character back to unreal engine so I can put the clothes on it, but it didn't work. I tried to just use the default metahuman skeletal mesh in unreal but that mesh didn't work either, thats the "m _tal_nrw" one. I didn't scale the character in blender. I did merge the metahuman head and body together in blender, and deleted duplicate bones so it could be one mesh working with the metahuman control rig. So far it works with the control rig, but it can't transfer weights to clothing. Which is why I tried the original metahuman skeletal mesh to know if my fiddling around with the bones in blender caused an issue, but that didn't work either...
@@Goblination-UE5 So I decided to try somethinng else that's not of metahuman origin, and the transfer skin weights didn't crash anymore... I haven't gotten much further than that, but I'm no longer getting the crash... Thank you for your replies sir... I've now learnt thoroughly that the only thing good about metahumns is their face, and nothing else... Every other thing is broken
Morphs? You mean mesh morph? Like a blend shape? It requires collision and both collision methods we have in UE (bubbles and kinematic) require bones/joints to manipulate the mesh
Hahaha no my friend, use Blender :) all good, Maya is my personal choice! You can just bring in the Mixamo rig and then just retarget in UE, it will all work out the same
The best Chaos cloth simulation tutorial I ever watched! Thank You very very much!
I’m so happy reading comments like these, thank you so very much my friend! 👊🙌👌🙏
Very cool, I'm looking forward to the next videos, but for now I'll watch this video a few more times and try to make something. Thanks
Thank you 🙏 please let me know how you manage. I’m in the process of moving back to Canada these days. Once I’m settled, more. Videos are coming 👌
Very cool tutorial about cloth, thank you, man. I've got a lot from you.
Thank you 🙏 for this comment my friend! Highly appreciated
Thank you again. Keep the great work you do!
Thank you 🙏 for this my friend, I appreciate u
Exactly the tutorial I was looking for! So in depth and first tut I've seen showing cloth that collides with the character. Keep these coming! Did you ever figure out how to cache the simulation?
Thank you my friend! Definitely more videos are coming! 💙
No real success with caching Chaos Cloth yet
Hi wow thanks! May i ask, do you know if it also works for Character with Thirdperson Game Mode, or just works for Sequencer?
Hey, yes it should work, definitely 💯
@@Goblination-UE5 Thanks! I have just used Marvelous Designer to create some customzied clothes and import them into UE5. But this way works only for Sequencer and needs Painting of Skin weights. I will try the way that you showed here!
@@zimingpeng8418please let me know your findings and results 🎉
Hey, very cool video!
What about the performance? I noticed a significant loss of FPS using the kinematic mesh. Did you notice it as well?
I have some overlap on the clothes and I tried to use the layered option from the documentation without success. It would be great if you could make a video about this! (I mean the seletion of clothes in order to define deferent layers of simulation)
Thanks!
There is an FPS drop, yes, I have noticed that, partially depending on how high resolution our meshes are for bothe the cloth and or the kinematic object. Layered method might help, I am going to make a layered tutorial for sure! It is part of the plan! ☺️
There it is :) Chaos Cloth with Kinematic Collider. It is pretty sweet :) let me know what your thoughts are in the comments
Oh no, you are using maya 🥲 can the same thing be done in blender?
@@trumpsaloser YES! This is just to bring the meshes and characters into engine, if you know how to do it from blender, Chaos Cloth would work the same
@@Goblination-UE5 awesome, thank you again for this!
Looks pretty interesting.
My main problem after following your previous video (marvelous designer / UE5.4) was that the Physics Asset from the MetaHuman was terrible, causing a lot of clipping of the cloth. So this looks promising.
@@chriscoppens3535 yes, the default collision objects could cause issues for sure, kinematic collider is really promising, it’s not perfect yet but I’m sure it will get better
This is such a amazing tutorial! I just have one question, so there's no way for us to weight paint the static mesh clothes in Maya or Blender and then import the clothes as skeletal mesh to UE while having the cloth sim right? Like for the rigging weight paint of the clothes, we MUST use the weigth transfer tool in UE5 Chaos Clothes plugin with a character skeletal mesh correct?
What you can try and do is instead of using - Import Static Mesh, use Import Skeletal Mesh node and connect that. I have not done that yet (used the method I am showing here). Please let me know the result of this :)
@@Goblination-UE5 that works perfectly! Thank you for the suggestion. Okay this might sound stupid I’m new to UE, but what’s the difference between this pipeline and the conventional chaos cloth weight paint pipeline? ( the one we paint green and pink)
@@callme_j081 Im glad that worked :)
In terms of weight painting, it is the same workflow. Chaos Cloth has changed since UE4 though, I think that is the new norm now...
awesome tutorials, vwryveasy to follow, i am loving this channel
Thank you so much D. 🙏
hey man great stuff - i wonder what would happen if you were to use the latest version of marvelous and click export garment simulation data? would kinematic collider work as advertised..
Thank you 🙏 when did the latest version come out? This was version - 2024.0.173 r48386 and it was checked to on when I exported
@@Goblination-UE5 thanks just making sure, i know in an older video you didn't have that avail it looked like so was just checking
Great video! Yes I get the same results though - the kinematic collider doesn’t actually do what it’s supposed to do, oddly. I haven’t seen anyone actually get it working yet - even with Tim’s new example files. I think the best option right now is to only try it only clothes that don’t need much simulation (like shorts and tshirt) and massively reduce the effect, like you have. Hopefully they fix it soon.
Thanks my friend, for what it is though, it’s pretty cool 👌
I’m sure that with the next update it’ll be better!
Have you managed to get the layered method yet?
@@Goblination-UE5No, layered doesn’t seem to work properly - it sort of does but mostly doesn’t. You?
@@virtualfilmer same thing, great potential though… let’s wait for an update
Thanks!
🎉 you are more than welcome
Thanks for the useful lessons, but how to simulate clothing, for example, belts and objects on top of clothing?
You go about the same way my friend, make sure to add the weight and paint the parts you want to be loose (tip of the belt for example)
I love your videos and have learned a lot from them. I am creating a cinematic using sequencer. the issue I am having is I can't get the cloth to simulate when the sequence is playing. If I click "simulate" at the top of the UI the third person character appears and the viewport resets itself. Playing the sequence doesn't do anything then. I've also tried to check the "simulate in editor" button you checked around 1hr 5 minutes into this video but the box will never "check". It just stays blank. How can I create an environment, place metahumans in it with cloth simulation running for the scene playback and then a final render out using Movie Render Queue? I must be doing something incorrectly. This shouldn't be this difficult and I'm hoping there's an easy answer.🙂 P.S. I used the MD to Cloth USD Method.
when i try to make a clo3d cloth for metahuman i face problem of weight painting in Armpit i know there is a way to fix it with maya but im using blender and your tutoriels are understandable so if you can make a video about it i thank you from now
What issues are you getting in the armpits?
When the arms are up the armpits in clothes looks but and move bad
@@ER3ADD do you have Discord? Send me your file to see the FBX - discord.gg/kdrAVZ99
can we use multiple skin weight transfer for each part of metahuman(head and body) like you did? then merge them?
You don’t need one for the body and one for the head, you just choose the proper MH rig for that, it will hold the information for both the body and the head 👍🏼
@@Goblination-UE5 i have an over head hoodie and when metahuman turns the head, head part of hoodie doesnt move.
@@touristhawk I see, what I'd try doing, is, export the MH plus head as static objects. Make sure they are one static object (all combined as one mesh in UE) then use that as Kinematic Collider. In the transfer skin weight node, direct it to the skeletal mesh of your MH (it should be in - Content>MetaHuman>Common>Common). I know it does not show the head but the bones are all there, try and see if that plus the Kinematic Collider would work :)
Whenver I use the USD import from marvelous > UE, the fabric always shows up as extremely metallic / high shine, rather than matching what is in MD. Do you build your own custom shaders for MD imported cloth via USD, or is there a setting to fix this?
When you export from MD, scroll down when the Export USD window pops up and choose Diffuse Map, Normal Map and Roughness map as the Material node.
Or, in unreal, just tweak the Material and disconnect the Metalness texture in case you had exported it as part of the USD
@@Goblination-UE5 Hmm yeah that's how I have it setup. I'll play around with it more. I was wondering if setting up the materials for the MD LiveSync plugin and re-pointing them to there would solve it.
This is a great tutorial! Does this work with Metahuman? I will try but thought I would get your take on it.
Cheers my friend, yes, this works perfect 👌 with MH
@@Goblination-UE5 I've been trying for hours in a variety of different ways and every time I add the MH Skeletal Mesh to the second TransferSkinWeights to the slot UE (5.4) crashes. I also tried importing an FBX SKM but that crashed as well. Not sure what is happening...
@@leecorsack I see, I have a couple of questions for you. 01, what mesh are you giving your MH as cloths and are trying to have the skin weights to work with? if it is a normal static mesh let's say from Mixamo, make sure that it's scale is 1.0 on all axis' 02. what is the skeletal mesh you are selecting to provide the information from? it should be located here: /All/Game/MetaHumans/Common/Female(in my case it is a female)/Medium (in my case, I downloaded a medium version)/NormalWeight (again, in my case)/Body
@@Goblination-UE5 Thank you for the reply. The clothing static mesh (yes, normal static mesh) and the static mesh I imported as my MH collision mesh are set to 1.0 scale. I exported out my MH body and head and combined them as a single FBX mesh in Blender 4.1, then imported as a static mesh in UE. The skeletal mesh used for both TransferSkinWeights slots is the f_tal_unw_body SKM.
NOTE: This is a custom metahuman with morph targets so I had modified the body slightly but the targets function fine.
@@leecorsack I see, so what I’d do is don’t combine the head and body! Export them together from blender (even lower the poly count or use lod 2 so it’s not as dense), then import the FBX into UE make sure to check the option in the import window so it’ll come in as one node. Make that the Kinematic Collision
I know it's tedious to answer all these comments, but I need your help with the simulation issue.
I have a low poly skirt-like cloth (made in Blender - 3k tris). I've exported MH to Blender and reimported it as a static mesh. Everything works fine, but the cloth is poking through the legs very badly when playing walking animation. I tried adjusting all the variables, but nothing worked. My cloth mesh was a little tight, so I tried with another one but same result.
Can you point out where I should look? 😊🥲
No worries my friend!
So you are using the MH object from Blender as the Kinematic Object?
When you add weights to the dress, try not to paint it all too high! Paint it at 0.03 so it’s almost black but still has weight to it and go from there first
Please make tutorial how can made cache from simulation in sequencer. Thank you.
Hey, yes, I’m working on a way to make caching work. Once I nail it, definitely expect a video about it 🩵
For real-time simulations, Chaos is the best choice but if you're aiming for top-quality simulations in Unreal Engine for cinematic purposes and If you're not looking for a free option, there are other alternatives available.
Sure, this could be used in production for background characters for sure! Mid to close up shots? Perhaps not. I’m sure creators are sensitive enough to analyse and execute their shots according to their needs 🤷♂️
BTW, I totally forgot to add and ask you, would you recommend CLO3D with MD?
@@Goblination-UE5 I recommend style3d simulator I have a sample project
@@Goblination-UE5 I recommend style3d simulator
@@Metarig Interesting, checking Style3D now, never dealt with it. Thank you for suggesting my friend, I appreciate that!
Thank You!!! but I need some help ))) I have a walking cycle with root motion (skeleton is not in place, moving forward baked to the bones) ... and my cloth working perfectly on walking in place animation, but if I use root motion animation it is sliding and seems hoocked to the root bone, it is staying on place... not following the character. Thank You, anyways for tutorial, even if you have no time to answer my question.
You are more than welcome my friend. Would you want sending me the FBX of the Animation? And perhaps the cloth model?
@@Goblination-UE5 eah, no problem
@@vadymmykytiuk4829 do you have Discord? If you do, add my account (I believe it’ll be this user name - VRan#5947)
If that doesn’t work, try - _vran
Hello sir... I don't know if you can help me out. Unreal crashes every time I try to transfer skin weights... I have tried different articles of clothing to no avail. Do you have any ideas concerning what might be wrong?
What is your clothing? Are you using FBX or Marvellous Designer USD? Is it separate clothes in one FBX file?
@@Goblination-UE5 it's FBX... I don't have marvellous designer. Also, I tried multiple clothing imported as one combined mesh as you did in the video above, crashed. I tried a single article of clothing, with nice topology, crashed.
@@144digital ok, I’m just going through slowly with you since I’m trying to figure out what you have and trying to simulate and combine in your project.
Now, the character you are trying to use the skin weights from, what character is it? Scale? The cloths is being exported to fit the character? From the same software?
@@Goblination-UE5no problem sir. the character is an exported metahuman. The clothes were made to fit the character in blender. I then exported the character back to unreal engine so I can put the clothes on it, but it didn't work. I tried to just use the default metahuman skeletal mesh in unreal but that mesh didn't work either, thats the "m _tal_nrw" one. I didn't scale the character in blender. I did merge the metahuman head and body together in blender, and deleted duplicate bones so it could be one mesh working with the metahuman control rig. So far it works with the control rig, but it can't transfer weights to clothing. Which is why I tried the original metahuman skeletal mesh to know if my fiddling around with the bones in blender caused an issue, but that didn't work either...
@@Goblination-UE5 So I decided to try somethinng else that's not of metahuman origin, and the transfer skin weights didn't crash anymore... I haven't gotten much further than that, but I'm no longer getting the crash... Thank you for your replies sir... I've now learnt thoroughly that the only thing good about metahumns is their face, and nothing else... Every other thing is broken
This still doesn't work with morphs does it?
Morphs? You mean mesh morph? Like a blend shape? It requires collision and both collision methods we have in UE (bubbles and kinematic) require bones/joints to manipulate the mesh
so now i need maya... ffs when does it stop.. im poor af
and gotta keep buying this stuff just to follow tutorials
Hahaha no my friend, use Blender :) all good, Maya is my personal choice! You can just bring in the Mixamo rig and then just retarget in UE, it will all work out the same
Can you please tell us how we can change metahuman clothes without using metatailor ....thank you 🫡
Hey, sure thing, I’ll create a video using MH with other meshes that do not require Metatailor, for sure
@@Goblination-UE5 i'll be waiting for 🫡 thank you so much
hey I need some help with my cloth sim do you have discord or someplace where I can show you my problem