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Step-by-Step CLO/MD LiveSync for Unreal Engine 

Melissa Conway
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Introduction: This video supports the step-by-step notes I put together for this process, which you can find below. I don’t cover how to make a garment or an animation, but the animation should begin with your metahuman in the A-pose to facilitate draping the garment in CLO/MD. I use iClone for animation, but you can do it in UE as well, like in this tutorial by Quirk (no affiliation) at one minute forty-five seconds here: • 𝗡𝗲𝘄 𝗠𝗲𝘁𝗵𝗼𝗱: Metahuman ...
Prerequisites: Install and activate the LiveSync plugin, and create an Unreal Engine 5.3 project with Directx 11 per the instructions at clo-set.com here: support-connect.clo-set.com/h...
Note: Unreal Engine 5.3 uses Directx 12 as its default, but currently, the LiveSync plugin only works with Directx 11. Since my project requires Directx 12, my workaround was to make a dedicated project with Directx 11 for use with LiveSync, and then migrate the CLO/MD clothing to my project.
Also: I use MD Metahuman Presets (no affiliation) to pre-drape my garment in CLO/MD on the appropriate metahuman body type. You can find the product here: www.artstation.com/marketplac...
0:00 Short demonstration clip.
0:23 Launch CLO/MD and open a project with the garment you want to use. The garment should be simulated and the uv’s properly arranged.
0:36 In your UE Directx 11 project, add a metahuman to the scene and set its location transforms to 0/0/0. Add or open a Level Sequence, drag your metahuman from the Outliner to Sequencer, and then delete the control rigs.
1:09 In the Body track, click its +Track, Animation, and choose your animation. Note: if your animation causes your metahuman to glitch (bizarre stretching of hands, for instance), try opening its BP, clicking on LODsync, and changing Force LOD to 0.
1:21 In Sequencer, rt-click on Body, choose Create Linked Animation Sequence, choose a save path, and click the Export to Animation Sequence button.
1:44 Go to Window and choose CLO/MD Livesync Editor to open it.
1:49 Find the saved animation sequence in the Content browser and double-click to open it as well, so that both windows are open at the same time.
2:00 In the animation sequence window, click the LiveSync button and choose As LiveSync, Skeletal Mesh, and then export.
2:09 In CLO/MD, adjust and simulate your garment onto the synced metahuman. To avoid skin poke through, you may want to increase the avatar’s skin offset. Also, since the synced metahuman has replaced your avatar, if you used a feature like Attach to Avatar you will need to redo that on the new avatar.
2:31 Open the Animation workspace and record the animation using Animation (Stable) for Simulation Quality. Once satisfied, make sure recording is off, and go back to the Simulation window. Ensure that simulation is turned off as well before proceeding.
3:20 In UE, in the Livesync editor window, click on the C icon in the top left corner to transfer the garment. Downclick the 3-ellipses (update options) and check the box for Unified Material if your garment has gathering or trims.
3:40 To save the animated garment, select it in the Name column, click the Save icon and choose As GeometryCache. Choose the browser location, name the item, and save.
4:29 Drag the saved garment into the scene and set its location transforms to 0/0/0.
4:43 Drag the garment from the Outliner into Sequencer, click its +Track, and choose Geometry Cache.
4:53 Play your animation.
Tip #1: To migrate the garment: Open the Epic Games Launcher. Rt-click on your Directx 12 project and choose Show in Folder. In Windows Explorer, copy the path. In the UE browser, find and select the animated clothing geometry cache and the animation, rt-click on it, choose Asset Actions, Migrate. In the Asset Report window, leave all items checked, and click ok. In the Destination window, paste in the path, click on the Content folder, and click Select Folder. You may get a message asking if you want to overwrite existing assets. Click yes or no to complete the process.
Tip #2: If you need something for the garment to collide with, such as a chair, import it after transferring the metahuman with LiveSync. The chair must be an .obj file. It cannot be moved after import, which means prior to exporting it from its original software, you must position it exactly where you need it in relation to world center, and create your animation so that it moves the avatar into place atop the chair. Import chair with Load type “Add” and Object type “Avatar.”
Tip #3: If after migrating the garment, it doesn’t quite fit, try lowering it by -1. This worked for me, and I think (?) it may have something to do with the flip-flops, which transfer to CLO/MD along with the metahuman even if you’ve removed or replaced them.
Hope this was helpful.

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6 июл 2024

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Комментарии : 2   
@melissaconwaywrites
@melissaconwaywrites 3 месяца назад
I'm back with an additional tip! If the only thing that gets sent to CLO/MD is the shoes, go back to your Animation Sequence window and make sure that Additional Meshes matches your metahuman.
@melissaconwaywrites
@melissaconwaywrites 3 месяца назад
I just wanted to add a quick comment that if you're migrating your garment to a Directx 12 project, you'll need to enable the LiveSync plugin in that project, too, so that the materials work properly.
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