Nice work Mimi. Is there a reason why you export the face, body and feet meshes separately and put back together in Blender? I usually just drag the Blueprint into a level and export it whole. Really nice results here though. 👏
Thank you so much! :) Yeah that works too! I prefer exporting in separate pieces for the weight painting to have only the body skeleton. For the Marvelous Designer part, though, I could definitely just export it as a whole! Good tip ✨
@@mimi_bytes I guess we all have our preferred ways of doing things. Im still quite new to the 3D world myself which is probably why I landed on your video. 😜
Hey! Awesome tutorial, but I can't see how the weight painting in Blender reacts to the animation(it seems that the one you uploaded only takes the movement on the character and it doesn't have it's own movement). Can you show how would you proceed with a flowy skirt/dress? Thank you!
Yes! You're right! Most of the clothes I make are close to the body and designed for light real-time animations, so I typically skip cloth simulation. However, I’ve recently started diving into Chaos Cloth Simulation in Unreal Engine for more flowy and dynamic outfits (like skirts and dresses). It's super promising (dev.epicgames.com/community/learning/tutorials/Mpze/unreal-engine-panel-cloth-editor-walkthrough-updates-5-4)
I’ll definitely post a tutorial on this once I’ve figured out the full workflow! If this is for a precomputed animation, though, you could try what @oliverkane5810 is doing-simulate the clothing in Marvelous Designer, then composite everything together in Blender. That approach gives you total control over how the fabric flows, especially for cinematic-quality animations. 😊
@@mimi_bytes yes, I know that one, but my problem is with the fact that it you want to animate the character fully (face, neck and body) according to a specific setup and script, it is very hard to do with pre-recorded cloth animations, which is why Unreal made Chaos Cloth, their way of making real time cloth animation, but it's very tricky to sync with the physics properties of the fabrics set up in Marvelous, so the only alternative to this elaborate import process is a plugin made by some guys that they sell for 39$, called UDrape. Let me know if you could make the transition in real time simulation...
Hello Mimi, Thanks for posting this. Have you not had issues with the clothing crashing unreal engine because it has not been retopologised? I have been using marvelous to blender (to retopologise) then metatailor and then unreal engine. Once I start animating the clothing it will crash unless I have decimated the fbx to bring down the vertices count and tried to even out the topology a bit beforehand. I noticed you didnt do this step and seem to have no problems? Just to flag, it is not my system I am running a 4090 on a new build. I would appreciate your thoughts. many thanks
@@oliverkane5810 Hey thanks for watching! I have not encountered the same problem. I usually adjust the poly count in Marvelous Designer maybe you could try that? You can make the particle distance bigger to make it less high poly (I usually just use the default 20mm but maybe you could try higher) and you can also change the topology from triangle to quads. Also make sure your stitching is converted to textures and not obj because that could make it way too high poly. I’ve never used Metatailor so I don’t really have any feedback about that part.
@@mimi_bytes Thank you for getting back to me. I have actually started using marvelous to simulate the clothing animations and comping it all together in blender instead now. Thanks again for posting this video its super informative.
@@oliverkane5810 Amazing! Glad you found a solution! Yes I should have mentioned this workflow works well for realtime stuff (like video game characters) but your workflow seems optimal for animations.
yes! you definitely can! I am not as familiar with that workflow though. I am testing out chaos cloth simulations in Unreal -- will make a tutorial on it if I get good results
That's a possibility too! I'm just too used to the Marvelous Designer workflow at this point + there's a great library of free clothing that you can use so you don't have to start from scratch which saves an insane amount of time for me.
awesome. i love you showed the workflow clearly at the beginning. 0:26
thank you so much :)
Great tutorial, you're so talented :)
@@Weanize thank you ❤️
very useful thank you mimi
@@survivalxmap thanks!! 😊
Nice work Mimi. Is there a reason why you export the face, body and feet meshes separately and put back together in Blender? I usually just drag the Blueprint into a level and export it whole. Really nice results here though. 👏
Thank you so much! :) Yeah that works too! I prefer exporting in separate pieces for the weight painting to have only the body skeleton. For the Marvelous Designer part, though, I could definitely just export it as a whole! Good tip ✨
@@mimi_bytes I guess we all have our preferred ways of doing things. Im still quite new to the 3D world myself which is probably why I landed on your video. 😜
Do you have a community or offer coaching/mentorship?
Hey! Awesome tutorial, but I can't see how the weight painting in Blender reacts to the animation(it seems that the one you uploaded only takes the movement on the character and it doesn't have it's own movement). Can you show how would you proceed with a flowy skirt/dress? Thank you!
Yes! You're right! Most of the clothes I make are close to the body and designed for light real-time animations, so I typically skip cloth simulation. However, I’ve recently started diving into Chaos Cloth Simulation in Unreal Engine for more flowy and dynamic outfits (like skirts and dresses). It's super promising (dev.epicgames.com/community/learning/tutorials/Mpze/unreal-engine-panel-cloth-editor-walkthrough-updates-5-4)
I’ll definitely post a tutorial on this once I’ve figured out the full workflow! If this is for a precomputed animation, though, you could try what @oliverkane5810 is doing-simulate the clothing in Marvelous Designer, then composite everything together in Blender. That approach gives you total control over how the fabric flows, especially for cinematic-quality animations. 😊
@@mimi_bytes yes, I know that one, but my problem is with the fact that it you want to animate the character fully (face, neck and body) according to a specific setup and script, it is very hard to do with pre-recorded cloth animations, which is why Unreal made Chaos Cloth, their way of making real time cloth animation, but it's very tricky to sync with the physics properties of the fabrics set up in Marvelous, so the only alternative to this elaborate import process is a plugin made by some guys that they sell for 39$, called UDrape. Let me know if you could make the transition in real time simulation...
@ yeah I need yo figure it out for a personal project so I’ll let you know!!
@@mimi_bytes Thank you!
Hello Mimi, Thanks for posting this. Have you not had issues with the clothing crashing unreal engine because it has not been retopologised? I have been using marvelous to blender (to retopologise) then metatailor and then unreal engine. Once I start animating the clothing it will crash unless I have decimated the fbx to bring down the vertices count and tried to even out the topology a bit beforehand. I noticed you didnt do this step and seem to have no problems? Just to flag, it is not my system I am running a 4090 on a new build. I would appreciate your thoughts. many thanks
@@oliverkane5810 Hey thanks for watching! I have not encountered the same problem. I usually adjust the poly count in Marvelous Designer maybe you could try that? You can make the particle distance bigger to make it less high poly (I usually just use the default 20mm but maybe you could try higher) and you can also change the topology from triangle to quads.
Also make sure your stitching is converted to textures and not obj because that could make it way too high poly.
I’ve never used Metatailor so I don’t really have any feedback about that part.
@@mimi_bytes Thank you for getting back to me. I have actually started using marvelous to simulate the clothing animations and comping it all together in blender instead now. Thanks again for posting this video its super informative.
@@oliverkane5810 Amazing! Glad you found a solution! Yes I should have mentioned this workflow works well for realtime stuff (like video game characters) but your workflow seems optimal for animations.
Ma’am if I make clothes in blender and then export them back to Unreal can I add cloth physics to some parts of the clothes or costume
yes! you definitely can! I am not as familiar with that workflow though. I am testing out chaos cloth simulations in Unreal -- will make a tutorial on it if I get good results
4:38 while u there create clothes paint them and weight paint them. no need change program. blender can do all what others cant. it seems LOL
That's a possibility too! I'm just too used to the Marvelous Designer workflow at this point + there's a great library of free clothing that you can use so you don't have to start from scratch which saves an insane amount of time for me.
Hey I tired the tutorial but the character moves but not the cloth what can I do?
Could you give me more info? How did you animate the character?
Looks like Trinity :)
Thank you for the video, are you doing any clothes modelling as a freelancer by any chance?
@@vsevolodmetelsky1275 thanks!! I do ✨
@@mimi_bytes Thank you for replying! Would it be possible to see your pricelist somewhere?
I'm not listed anywhere, but you can DM me on my insta and I'll give you more info :)
instagram.com/mimi.bytes
@@mimi_bytes Thank you for sharing! I sent you a request.
@@mimi_bytes I follower you and now the button has the "Requested" text. Sorry, I don't really use Insta.