This guy is sooooo good to us... Some people would flex on us and not tell us. I love how you explain and then give us the heads up on issues we might face and the work around for those issues... Dude just the fact you show so much love opens my heart to help others.... Yo maan you killllling it!!!!!! great work!!!!
Tried to shorten this one for you all. Actual workflow was ~2hrs. Opportunity to fix the cuffs -> Should have expanded the influence circle and spent more time moving into place. Additionally opportunity to weight paint further. Share your thoughts and ideas for improvement. Good luck!
I used ‘better FBX’, a paid blender add on which is adds all kinds of features to importing and exporting FBX . It’s great for getting rigged models in and out of Blender and reorients bones, scale etc. Would love to see more on the process of getting the clothing ready for all the body types.
hot tip: In Blender. When in edit mode press C to paint select faces faster. Combine this with X ray (next to wireframe viewport button) and it speeds everything up real nice :)
So, I used this in conjunction with uDraper to get the MH fitting/initial design done. I am impressed. I am shook, I am satisfied. I used this guide for pants, boots and now a jacket. I only needed a few key points of this video, but that was enough for me to get the clothes weighted/rotated properly. Big thanks!
Yo Fractured, well done. I'm glad you did this. It so much easier to direct people here than to have to explain it in theory, now they can see it in PRACTICE! Thanks my man!
As always, I appreciate that. Just trying to make it a little easier and share the knowledge as I'm finding it/figuring it out. More to come.., I'm digging into some cool features to expand on this.
Nice video.. I've tried this with a cloak recently, but it came out trash. I learned quite a bit watching you here with the weight painting and armature setup. Thanks for the videos!
Oh awesome. I hope this helps push the cloak over the edge for you. Let me know how it goes, would love to see where you get with it. Today I delved into "physics" & cloth material, that would be so cool to incorporate with a cloak. Cheers.
you are amazing! thanks for the video man. We are desperatly trying to figure how to make simple cat walk for our clothing that fit into metahumans but use UE for cloth sim, to speed up instead of simulating into marvelous designer.. we are still trying to figure how to do it.. anyway, your video solved half of the problem. thanks
awesome work! I will watch this a few times. I would say you could quickly make selections that penetrate both sides of the mesh using xray mode...might knock a few minutes off. Learned a few things about blender here too!! Thanks for the great info!
Your content is so useful and amazing! You deserves more attention :) Have you managed to import metahuman face to blender, sculpt it, then import back?
14:22 (just fo sure: shift+s -> cursor to world origin (to 0.0.0 coordinate) ), then in Object mode -> RMB on Jacket mesh -> set origin -> origin to 3d courson -> it put the yellow dot (local pivot point) to the 3d cursor (red+white crosshair). Then type "r x 90" (rotation x-axis 90 degree), then "r z 90 (-)" (rotation z-axis 90 degree (minus for minus 90 if it needs). Hold Dot (' > . ' button near '? /') -> 3d cursor, then s + mouse drag to scale down. then Dot -> median point (to back to default). Pretty faster and precisely, then manually g-grabbing and s-scaling on eye.
If you use vertext select along with proportional edit you get (believe it or not) a much nicer finish, select a vert aprox center of what you wish to move and use the mouse wheel to set the selection size to suit, this means you can scroll the size in real time to make change's as needed till you get what you want
@@fracturedfantasy Been messing about fitting armours, steeling Skyrim mods, they just for me at home) but never got them rigged or bound to a chatacer yet, need to watch how you did that more, I'm ole so your noraml is fast for me LOL
Your tutorials are great...keep it up! I was hoping this one was gonna be "just swap the jacket mesh into the blueprint and you're done," but sadly no. Can't wait until they add more clothing in the MH creator, but for now I use Paragon characters and Mixamo mocap. Get's the job done.
I was also hoping for this. For now it's an excuse for me to learn a few extra tools and workflows. On the plus side, I have a few videos I'm going to try to push out that are much shorter and provide some simple "just swap" style clothing, LOD and animation adds. Hopefully I can get some time over the next week to put those together. Thanks for the feedback!
Thanks for sharing. I’ve noticed issues when trying to use this approach with the Metahuman LODs. We have a VR solution that requires them and I haven’t found a good way to get blender to export four different clothing options to unreal, even after weight painting them to the four slightly different skeletal meshes that come with a LOD metahuman
Hi, love your tutorials. I think I might have missed a step but since we parented the skeletal mesh to the jacket, once it's imported into unreal, it still doesn't match the metahuman skeleton. I'm sure i'm just missing something simple but would appreciate any hints. Thanks again!
Hello, there are problems on the UE side of my character and I wanted to weight paint in blender, but I can't, I can't paint at all. Why could it be? I would be very happy if you could help me.
Does anyone know why my clothing item's mesh crushes inward upon itself when I pose. Example, if I lower the arm to be close to the figures side, the area from the armpit to the waist crushes inward. Same pose with the original Metahuman Hoodie has no issues.
Yes a dress is coming. I’ve spent the last few days learning about cloth physics to make the process even better. I’m not sure when I can release, but I’ll do my best ;)
@@Norma-so7mu You don't have to on every case. I just picked him because he had the body type and clothing asset (hoodie) that I wanted. You just need to ensure that the body type and skeletal mesh assets align, otherwise things will fit weird. I like to suggest that when following along on my demo's that you do like-for-like, once you get it right, then go and try on your own.. otherwise people make a mistake and I can't help correct them because they have gone and done something completely different, if that makes sense.
Hi! Not all bones got transferd... for example lowerarm_twist_02_r wich is influencing the underarm stretch for me atm, So I cannot edit the weight.. How can I fix this ?
Hey i have a question. So come parts of the sleeves on my jacket seem to stay stationary and not move with my characters arms, so the sleeves just stretch back and forth while running to the parts that are staying stationary. how can i fix this?
Hi. I've purchased the clothing model in Cgtrader and i just followed the tutorial. but clothing isn't move when I animate metahuman. what's wrong with that? please help me.
Also, second question, why that guy? I recently created a metahuman from a standard sculpted character and made an identity, so I suppose I can use that right? He's a fully uperformance optimized metahuman with everything. Should work?
Hi, thanks for sharing that. Its a good point and that's definitely a way that will work as well. I do think it might take just a little bit more skill in Blender to pull off for the general user. By moving the armature there is less risk for the average user to break the original integrity of the assets. The skeleton is less likely to be deformed or "broken" as its meant to be moved. Putting out a video like this... it's more likely for users to run into issues and unsuccessful attempts if they have to manipulate the mesh, so that's why I chose to do it this way in the video. I really appreciate you raising this alternative method though, I should have called it out in the video.
Hi FF, this is an awesome tutorial, thanks so much for posting this! I am trying to build an aztec warrior character but find that the character has underwear on in Methuman that show up underneath the loin cloth I was able to put on him by watching your tutorial. How would I get rid of the MH default under garments?
Great tut.. Just wondering.. I used the tshirt and rig for this but wanted to apply it to a jacket that comes slightly down the forearm. I manuallly painted the extra weight but its not transferring proper to unreal (just the forearm) I'm presuming this is the problem but anyone have this kind of issue before?
hi fractured, thank you for the video, everything up to the last moment where we change the hoody with our own asset worked fine, but after that my asset is transparent like some parts of the hoody (my asset ) has texture but others are completely transparent, how can I fix it? i tried putting the metahuman hoody asset to it but still doesn't work any help would be appreciated thank you
Try checking the normals, if they are flipped you can experience this. Another possible thing to look at depending on your mesh, could be turning on “two sided” in the material in UE. Lastly, you may need to check UV mapping of the mesh. If you’ve altered the UV’s significantly (or if they weren’t great to begin with, you could have issues like the one described). Hope those ideas help!
Working in Unreal Engine 5 and this mostly works for me. The only issue I've been having is that the new jacket keeps vanishing anytime I move in close on it. Any tips?
Hello! I've been having some issues with textures while following a different tutorial. The main difference between yours and the other one is that you chose the blender file when downloading from CGTrader. Do other file types work to bring over textures that you have found? Is any one file type better in that regard?
Yeah I just found out about this last week. You can export the head separately. This video might help for now, it shows how to export the head: m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YjOpCdWg4_c.html You can move the head overtop the body. I’ll make something on this, this week.
Thanks for that. I’ve not finished video yet but am at where you are manipulating the mesh of the collar to fit body. I’ve not used blender, but in maya there is a soft select for selecting verts, or sculpting tools which I would use to move mesh a bit easier, I’m sure blender has those in the sculpting set. I’m using ZBrush to get my mesh to fit, anyway thought I’d say that now before I forget, now gonna carry on watchin lol. Also, would it not be easier to move the jacket arms to fir the current skeleton pose rather than move the skeleton? It keeps the pose then?
Maybe! Great ideas as per usual. You have given me a good thought. I usually post these within the unreal community. I'm going to post this in the blender forum and ask them to critique and help me learn better techniques. I'll post the feedback here. As well I'll update with a new (shorter) video with improved workflow. Thanks!
Did a small bit of research. It appears I'm using the right tool, but I'll be the first to admit my experience and technique with it is probably lacking (hence the cuffs). ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zVHQ6p2Hil0.html . I think I need to use a larger expanded circle of influence and target less vertices/faces to get a cleaner alteration.
Hi, thanks for all the tutorials :) I added one custom arm to a metahuman in Blender. Exported and swapped out the mesh in UE, but when I rotate a wrist, it doesn't rotate the twist bones. If I put the original metahuman mesh back, the twist bones rotate as expected. I didn't change any weights on the original metahuman, so I don't understand why it's doing this. Any ideas?
Hi! Congratulations for your tut. It’s really cool. I am making my workflow slightly different from you and have some doubts maybe you know how to solve. I made the mesh deformation to fit metahuman shape with lattice modifier and applied to a shape key in order to get morph target on unreal. When importing on ue4 that jacket, I got it properly working and can access that morph target troughs sequencer when I add fl control rig, but if I put it inside a metahuman is no longer taking any effect. Probably that animation is inhibited in any way by main body skeleton. Do you know how to make it work? Thanks
Interesting one… if I had to guess I’d think maybe the construction script is overwriting the base f(x). Perhaps you need to look into how to enable them in through the main skel so it’s passed through. Or re-configuring in the construction script/researching shape-key settings.
@@fracturedfantasy yes I think the same. In the meantime I modified metahuman event graph adding the “set morph target” to event tick with a variable exposed to cinematics. I need to research anyway got to drive it with anim blueprints or how the main skeleton overrides the rest ones. Thanks
This is fantastic and exactly what I was looking for. One question though, what do you do when the garment you are trying to paid has one mesh but it’s split at the seams? Almost every garment I download from sketch fab has the sleeves, chest, hood etc detached and it’s not all one cohesive joined mesh. Do you merge vertices ? If so do you have a clever way of doing that?
I think you hit Control + J to join the meshes. You want to do this before setting mesh as armature or editing to fit the character to avoid issues. Hopefully this helps you.
I'm sorry to bother you! I learned a lot of skills about coutom MetaHuman from you. I am learning coutom clothing from this video. I exported the m_med_nrw_body_preview to Blender. I found the m_med_nrw_body_preview has not head mesh(5:42) in Blender. Could you help me? Thanks!
Are you using UE5? If so, that is why. The Body previews that come with MetaHumans in 4.2X come with the heads. You should still be able to complete the tutorial even without the head it isn't necessary. If you want the head, then use UE 4.27.
Thank you so much for posting this, it's very thorough and relatable. After following through the first time with the example jacket successfully, I'm trying with a puffer jacket -- when I move the arm bones, its stretches the sleeves out, with half of it staying put. Is there an "area of influence" setting or something to adjust to move a thicker clothing with the bone? Thank you!
Im assuming the issue is with the weight painting? For example if you move a bone (even in blender) the material attached stretches in weird ways? If so, then you need to repeatedly pose your skeleton in different ways and paint manually.
i find it very strange that there are no real rigging option for costim body´s for meta Humans. what if i want dwarf, can easy set that up for UE 4 , its been a year now they should 1 relase a rigger or atleast give up the api so people can build one. Moving aroind the boes ended up in a very big mess for me. all i see is workarounds and hacks to get it to work
Hello! Is there a way to bring a Metahuman with face controls into Blender in order to pose / animate it? I keep searching for a solution to this problem but no one seems to have figured it out yet. I remember the devs said it's pretty impossible right now btw, but some guy managed to export it but it was painstakingly difficult...
Hello there! I am trying to put some clothes on a metahuman girl but we can see the underwear, I realized the underwear were painted directly on the base colour of the body; do you have any idea how i can have a naked metahuman with no underwear? Thank you very much for your help...!
I'd go into the textures themselves and edit the texture. I have an older unrelated video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VLvr3TOj9kA.html , I'd use the same techniques I'm using here and instead copy the skin tone from the existing hand/face textures.
Yes that's right, it is a lot of work. Dynamic cloth works fine. It's even more work on top of this to get it done. I have some future videos upcoming that will highlight the process.
Hey! My name is Marc and I’m a 18 year old follower of yours from Germany. I’m currently in an internship at a job, where I really would like to work later on. My task there is to test the in and outs of Metahumans. I should develop a pipeline on how to make custom cloths and grooms for them. So I watched your Tutorial, followed every step with great attention. But when I replace the old hoodie with the new skeletal mesh, it looks extremely weird. The mesh is like sucked to the joints of the bones and completely twisted, but u can still deform and animate it in this Position. Did I miss something or is this a commonly known bug? You would be a tremendous help if you could offer a solution! Best regards, Marc
If I had to guess it sounds like a problem with either the weight painting itself OR perhaps how the mesh was deformed. Hard to say for sure without having a visual to see what is happening. Could you perhaps post a video or screenshots somewhere? There are some really cool examples of others using this same process with amazing results: facebook.com/aron.versteeg/videos/371118131231416
@@fracturedfantasy I in part solved the problem, by just repeating your tutorial step by step. Seems like a bug, bc I did repeat this process several times today and most of the times it works but sometimes it still happens
So I got as far as the weight painting. When I click the individual bones I am able to see the weight painting reflected on the jacket, but when I try to rotate them the jacket is not moving. Imported into unreal and the jacket is not moving with the bones. Did I miss some step to associate the skeleton with the new mesh? I moved it into the root like shown.
Figured out the issue. I'll post it here in case anyone else has the same issue. I missed the step to add the armature modifier to my shirt. After adding that it looks like it is working.
When I get to the part where I swap out the hoodie inside Unreal and apply the custom clothing onto the metahuman, I get this super weird glitchy torso. It seems like it's being caused by the construction script? Just wondering if you've ran into the same issue or know what could be causing it...
I'd be surprised if it was the construction script as that is pulled from Unreal documentation. If you swap any other asset in there does it still happen? If not, the place where things are most challenging is with weight painting or physics. If the weight painting is off you can get some really weird stretching. Likewise if your physics asset is broken your mesh can react in odd ways.
Hey quick question. I have followed step by step in porting a set of armor over from Blender, I have the asset in the engine, however the control rig is not showing up when I replace the body, just the transformation options for the mesh. The skeleton is the base f_ skeleton that all others use so I don't know why the rig isn't tracking over to sequencer. Any help would be appreciated.
In sequencer you can add a track. Click on the plus sign (+) next to body and there should be an option to add a control rig to the track manually. To troubleshoot further, look for the "f_med_nrw_proc_CtrlRig" OR "MetaHuman_ControlRig" asset (depending on if your using the sample project or MHC), if it doesn't have your mesh available as a preview mesh it means the link hasn't been established properly and a step you took broke that link. Hope that helps!
@@fracturedfantasy Found it, but still have some issues, sorry to use this comment chain as troubleshooting but I am thankful for your help. I did manage to "add" the MHC control rig (on which the mesh appeared as a preview mesh), but the rig did not track to the body bones of the mesh. This is in Unreal 5, not 4, so might that cause a discrepancy in the process? I feel like I'm pretty close to setting up a workflow for this, just need to iron out this issue. Thanks again, this guide is invaluable.
@@AJudgeFredd Interesting, hard to say for sure. I can say I've migrated an existing project to UE5 and had this work without issue, but I haven't gone directly to UE5 in the workflow so hard to say if that's what's causing it. You could try to go directly to UE4 to eliminate UE5 from the cause. For my scenario, I drop the character and asset straight to sequencer and the control rig auto populates. Kind of sounds like a break between the mesh and the skeleton but I can't say for sure.
I mean technically yeah, but it’s more than just the mesh that would need adjusting. You’d need to potentially change the UV mapping and textures/materials too. Depends on how much you’re changing I guess.
Hello! Followed this tutorial to spec, when I replace the sweater asset with the custom mesh I get a completely glitched mesh. Asset itself appears fine alone, and also if I disconnect it from the construction script it looks normal but is not connected. Any ideas? Thanks in advance!
@@zachgramm226 I only got it to work by doing a direct Quixel Bridge to Maya (ugh) export and then skinning. Something with the export UE to Blender is changing the order of the bones, or something
I have a question about Rigify. Would it be possible to rig with Rigify and trying to keep the same bone names and hierarchy? (I'm a veteran Max user moving to Blender).
Yes. If you replicated the bone system from UE it will accept that skeleton. What I'd do, is complete a simple skeleton replication and test it first. Ensure you're able to complete the process clean, and then replicate again with a more complicated mesh.
@@fracturedfantasy Got it! :) Thank you! (I wish auto Rig Pro had an option to work with custom bones. Seems if we edit anything in the bones, the skeleton will be broken on UE4).
Yeah, there is a trench coat in the unreal samples. I need to finish the dress tutorial which covers the same type of issues. Eventually I’ll get to it!
@@fracturedfantasy I couldn't find a trench in the examples, but I finally got mine connected! I was having issues with the mesh twisting on itself. It got fixed by making sure it was set to the right AnimBP. I chose the nrm
@@sbbeast8497 I found it was the sk_mesh was attached to the wrong AnimBP, make sure your movement component is hooked up, after that clothes should hook up. I was able to get a trench on the MH
ur a genius for copying the weights from the current metahuman jackets - why tf are the metahuman skeletons is so many seperate peices and at what bone do they link together? makes it so much harder than needed, they dont want u using these metahumans outside unreal do they 😂
Thanks for that! The cobwebs are starting to peel away... I vaguely remember doing matrix computation with vectors and complex numbers many years ago. I feel like this is all related, although for whatever reason I don't recall the term Quaternion.
FYI.. youtube's algorithm is funky sometimes. I see part of your other comment but I think YT is deleting your post for whatever reason. You're right about the RGB/Material section... I even knew that (doh). I'll fix that up! Thanks for pointing it out.
@@fracturedfantasy yeah not sure whats going on with that comment, this is what it was supposed to say! The roughness and metallic texture is actually based on color channel, RGB, you don't want to use the RGBA output, rather you want to figure out which is which and just use that output, from the looks of it id say it's using R and G, so id bet that R is roughness, and G is Metallic, so the R channel should go to roughness and the G channel to metallic. Its a technique called "Channel Packing" wiki.polycount.com/wiki/ChannelPacking Not trying to be a know-it-all simply sharing info! Keep up the great work.
@@LumberingTroll Please continue to do so. I love it. I'm trying to differentiate a bit and make the channel more of a community thing --> get the right information and learn together. I'm certainly not an expert, just trying to share info to help inspire others ;) Thanks for posting.
@@fracturedfantasy Any time, and I agree with your goals. This kind of stuff is a lot more enjoyable when you have people to talk to about it. I am in a few discord groups about ue4 development and it helps a lot.