omgg I have been trying out so many videos, none of those worked and I was about to give up, but finally the cloth collision works on the character, thank you so much! btw instead of closing/opening the skeletal mesh, I just reselected the Clothing under LOD 0 again
Thank you so much for the video! its super helpful and i appreciate how you explained everything clearly I would like to ask how did you smooth the proxies without loosing their volume? specifically the ones at 9:00 and 9:55
I've been trying FOREVER to get good cloth physics for my clothes.. I had no idea proxies we're even a thing. Thank you, dude. Does this work for hoodies?
Oh my pleasure! Hundred upon hundreds of tutorials on Unreal and you have the only one on proper cloth simulation for a character. My high poly cape looks amazing. Thanks to you!
I'm trying this with shoelaces on a character. I have separated the shoelaces as a separate mesh, I've imported followed all your steps up until after deactivating cloth painting. I've left a pink edge at the top knot of the laces. However, when I go to Asset Details>LOD 0>SEctions and I select the Clothing for that material, (near 18min mark), my laces do not reappear. Any ideas?
can the cloth collide with other skeletal meshes? Im trying to do cloth tests right now.. and for some reason i can make it collide with static meshes but not other skeletal meshes.
@@TriGon_Art I appreciate the reply can you tell how to reset the capsules the problem I have is when set them up in the ref pose the go out of place when the animations play
Hmm you have to enable section selection from a drop down window if I'm not mistaken. Try googling something along the lines like how to activate section selection in unreal engine
I have a question about the choices for getting Cloth Maya Plugin. If I were to choose the Personal choice when getting it, does that mean I cannot publish my games in order to sell them?
No you're free to publish your game and sell it with the personal license! It's just if you want to use it in a studio you need the indie or studio license :)
@@TriGon_Art That is great to know. I want to be a game developer someday in the future, and I really want the clothes I want to create in Blender to be as realistic as possible (how they fold and move when a character does certain things). I have learned of a few programs, but they are too pricey for me and are paid subscription based.
Dear Trigon - can you please help me? I have been trying to select the humanoid rig but when i click on it - all the settings show - NONE. how can i reset it back to the default like so many of the tutorials i see ?
Hey I don't know too much technicall stuff of unreal. I wouldn't know how to fix rigs :( I just know how to set this up because I've done it pretty often at the job haha
@@TriGon_Art thanks your video helped me alot :) is it possible to explain at 15:40 of your tutorial - the advantages of "removing from mesh" vs not using this option?
Since we made a proxymesh for the simulation. That's the thing we're actually simulating. And we want to remove that simulation data from the proxymesh. And than link that data to our actual clothing mesh (:
@@TriGon_Art thank you so much :) i am learning UE cloth sims and trying to understand it - i am really impressed there is no baking like blender. so just trying to figure out how to replicate my bender workflow to a UE one.
I think there is some issue with the cloth simulation on UE5. I am using the cloth to simulate the physics of the hair and unlike UE4 it seems as if the gravity is oriented in LOCAL instead of WORLD. If the character tilts his head, the hair does not curl towards the ground but remains stiff. Is it a UE5 bug or am I doing something wrong? I've tried to touch pretty much all cloth settings but I always get horrible results. On UE4 the same project worked great.
Hmm I actually wanted to do the same with my next project get some hair with the cloth physics. If all the settings are the same and it works for ue4 I guess it be a bug most likely. As ue5 is still in alpha mode. they could have however changed some settings. But I would not know I haven't messed around enough yet with ue5 :(
@@TriGon_Art I hope UE5 gets an update as soon as possible. If you want to make a test, try to make a cloth on a UE4 project, then try to move the project on UE5. You may notice that they have changed (and perhaps simplified) the cloth settings... maybe too much simplified.
Not sure either. I haven't touched cloth sim in a while. But I believe there might be a box where you need to select your phaysic asset. (At cloth menu) maybe it could be that the wrong one is in there or it empty. So the cloth doesn't know what to colide with
@@TriGon_Art I found the issue but dont know how to fix it. Basically, if I make the capsule very big, it will colide, as if the true capsule is very small. I think something went wrong when exporting my mesh
@@Leader-uq5im Hi there Did you fix your issue 'cause am having the same issue where my capsules do nothing and the legs of my character still showing up while walking or running 😟
Topology wise the low probaly has bad flow for simulation. You also don't want to simulate with thickness. And you can keep the proxy mesh way lower. Which will help with performance
@@TriGon_Art ah i figured out just now, it hasnt been implemented in ue5 yet. As of ea2, it doenst work but it recently got added into the main branch, so itll probably release in ea3 ig.
You channel is the reason my substance texturing and Ue5 assets are actually selling! Thank you!
Absolute gem! This workflow with the proxy is much better than just brute forcing the cloth sim on your original mesh. Nicely done!
Thank you!
omgg I have been trying out so many videos, none of those worked and I was about to give up, but finally the cloth collision works on the character, thank you so much!
btw instead of closing/opening the skeletal mesh, I just reselected the Clothing under LOD 0 again
This is great! I had no idea you could use proxy meshes for the physics.
Thank you very much. I used Blender, and it worked.
Thank you so much those hidden gravity options saved my life
You're welcome!
Thank you so much for the video! its super helpful and i appreciate how you explained everything clearly
I would like to ask how did you smooth the proxies without loosing their volume? specifically the ones at 9:00 and 9:55
I've been trying FOREVER to get good cloth physics for my clothes.. I had no idea proxies we're even a thing. Thank you, dude. Does this work for hoodies?
19:30 This vampire has quite a massive... capsule
This killed me😆
legend
Awesome bro
I'm looking a way to avoid intersections with body... I can set the same with no proxy mesh at all, what the proxy mesh for?
thank you so much for your tutorials!
Thank you for watching them!
Oh my pleasure! Hundred upon hundreds of tutorials on Unreal and you have the only one on proper cloth simulation for a character. My high poly cape looks amazing. Thanks to you!
I'm trying this with shoelaces on a character. I have separated the shoelaces as a separate mesh, I've imported followed all your steps up until after deactivating cloth painting. I've left a pink edge at the top knot of the laces. However, when I go to Asset Details>LOD 0>SEctions and I select the Clothing for that material, (near 18min mark), my laces do not reappear. Any ideas?
can the cloth collide with other skeletal meshes? Im trying to do cloth tests right now.. and for some reason i can make it collide with static meshes but not other skeletal meshes.
Nice. Is it any way to use the characters mesh for example the legs as collision instead of the capsules?
If you can it be way more expensive on the performance. So would not recommend
@@TriGon_Art I appreciate the reply can you tell how to reset the capsules the problem I have is when set them up in the ref pose the go out of place when the animations play
Amazing ❤️
Thank you Jayesh!
My problem is that my clothes don't collide with my capsules at all.
It''s very weird but i dont have the button SECTION SELECTION.. It could be a life saver if i figure out how to find it
Hmm you have to enable section selection from a drop down window if I'm not mistaken. Try googling something along the lines like how to activate section selection in unreal engine
Thank you!
You're welcome!
I have a question about the choices for getting Cloth Maya Plugin. If I were to choose the Personal choice when getting it, does that mean I cannot publish my games in order to sell them?
No you're free to publish your game and sell it with the personal license! It's just if you want to use it in a studio you need the indie or studio license :)
@@TriGon_Art That is great to know. I want to be a game developer someday in the future, and I really want the clothes I want to create in Blender to be as realistic as possible (how they fold and move when a character does certain things). I have learned of a few programs, but they are too pricey for me and are paid subscription based.
Dear Trigon - can you please help me? I have been trying to select the humanoid rig but when i click on it - all the settings show - NONE. how can i reset it back to the default like so many of the tutorials i see ?
Hey I don't know too much technicall stuff of unreal. I wouldn't know how to fix rigs :( I just know how to set this up because I've done it pretty often at the job haha
@@TriGon_Art thanks your video helped me alot :) is it possible to explain at 15:40 of your tutorial - the advantages of "removing from mesh" vs not using this option?
Since we made a proxymesh for the simulation. That's the thing we're actually simulating. And we want to remove that simulation data from the proxymesh. And than link that data to our actual clothing mesh (:
@@TriGon_Art thank you so much :) i am learning UE cloth sims and trying to understand it - i am really impressed there is no baking like blender. so just trying to figure out how to replicate my bender workflow to a UE one.
@@kromide3d Hmm I never tried it in blender. But it's pretty sweet in UE since all the cloth sim are real time simulations
I think there is some issue with the cloth simulation on UE5. I am using the cloth to simulate the physics of the hair and unlike UE4 it seems as if the gravity is oriented in LOCAL instead of WORLD.
If the character tilts his head, the hair does not curl towards the ground but remains stiff.
Is it a UE5 bug or am I doing something wrong? I've tried to touch pretty much all cloth settings but I always get horrible results. On UE4 the same project worked great.
Hmm I actually wanted to do the same with my next project get some hair with the cloth physics. If all the settings are the same and it works for ue4 I guess it be a bug most likely. As ue5 is still in alpha mode. they could have however changed some settings. But I would not know I haven't messed around enough yet with ue5 :(
@@TriGon_Art I hope UE5 gets an update as soon as possible. If you want to make a test, try to make a cloth on a UE4 project, then try to move the project on UE5. You may notice that they have changed (and perhaps simplified) the cloth settings... maybe too much simplified.
Also make sure if you convert a scene from ue4 you use 4.26 and not 4.27, converting is officialy only supported from 4.26.
@@dimitri-ajithboschma7022 thank you for suggest! Btw your work is amazing!
@@paolopallucchi8054 Thanks! Where did you find my work if I may ask?
I have this problem where my capsules will ignore the cloth, I tried so many thing but cant seem to fix it
Not sure either. I haven't touched cloth sim in a while. But I believe there might be a box where you need to select your phaysic asset. (At cloth menu) maybe it could be that the wrong one is in there or it empty. So the cloth doesn't know what to colide with
@@TriGon_Art I found the issue but dont know how to fix it.
Basically, if I make the capsule very big, it will colide, as if the true capsule is very small. I think something went wrong when exporting my mesh
@@Leader-uq5im
Hi there
Did you fix your issue 'cause am having the same issue where my capsules do nothing and the legs of my character still showing up while walking or running 😟
what s the point in doin proxy mesh? Why can t i do cloth simulation on real low poly cloth?
Topology wise the low probaly has bad flow for simulation. You also don't want to simulate with thickness. And you can keep the proxy mesh way lower. Which will help with performance
Will the cloth simulation collide with other static objects?
Hmm I'm not sure actually. I think so. But I'm sure there is away to have it not ignore objects that have a collider
@@TriGon_Art ah i figured out just now, it hasnt been implemented in ue5 yet. As of ea2, it doenst work but it recently got added into the main branch, so itll probably release in ea3 ig.
hello. I am from the future. It was possible.
How to do it that those 2 cloth simulations dont go thru each other?
Hmm not sure but maybe it could be something with the self collision settings