Please please please, do a video on how to attach dangling things from the character, bags, chains, weapons, ponytails and such.. I really need it, but can't find anything good on it.. And I know you can do it :-) I will watch this video now, thanks :-)
Another excellent tutorial, thanks! I appreciate the way you show every step rather than assuming viewers already know some of the "easy" parts. Learning Unreal after prior experience in other engines, your extra detail makes it easier to place the new skill in context with prior non-Unreal experience.
this is great, he says you will have a better result with higher polygons, that is only true to a certain point, if you make too many the wrinkles will get very small and will produce a cloth more like silk. Figure out what kind of cloth you want to imitate, and then make your smallest polygon about the width of the peak of the smallest wrinkle you want and no smaller. The sweet spot is hard to hit, but when you get it, it will make your cloth sims look very professional
OMG! Duuude keeps up the good work it's hard to find an updated tutorial and nicely done step by step without skipped steps. Also, I don't like Blender that much but you make me like it and understand it. I'm thankful that I find you.
Just succeeded to build a custom cape with this tutorial I am super Happy :-) Thank you man.. I want to build the skirt I want immeadiately for my character. Thanks..
@@pinkpocketTV Can you create a custom Robe For my character.? Precisely will be a Whirling Dervish costume. Pls have a look and let me know. I’ll happily join ur patreon :-)
If you turn on that Magnet symbol in Blender, top center of your viewport, when you move vertices, they will snap onto a model underneath them. This is great for trying to get your cape edge to stick right onto your character's shoulders (and for a zillion other things, too, of course). I like to set to Face Project, Closest, Include all except Active, Project Individual Elements, and I only have it snap on Move.
@@pinkpocketTV No! Thank you sir! It won't let me post a link to my video of your cape in action. If you are interested, I guess click the link to my channel - its top of the list!
Thank you🎉. How much cloth setups i can do into a single char? I mean i plan do this with hair mesh, shirt, cape and maybe on backpack (this last is just to test) 😅 Thank you so much
Awesome video man! I'm creating an animation in UE4 for a duel between two characters and I'm just wondering how I'd be able to have a detachable cape, kind of like how star wars characters always take their cloak off before they fight each other, thanks :)
Very Informative video. Sir I want to know how to how to dress up Metahuman With the cloths made in Marvelous design (While retaining all the bones and everything when imported back to unreal engine for animation etc) Thanks
Hello, thanks for the video! Can you tell me, I want to cover the horse with thousands of small ribbons. is there a way to automate this? Or is it better to do it through hair and fur?
For some reason I started having an issue after my first 2 successful imports that the clothing asset would import but not generate the correct physics assets. Either there would be no colliders generated at all, or just a single capsule. I got around this by reimporting the mesh and in the import settings telling it to just use the physics asset that was generated from one of the first successful imports. So if anyone runs into the same problem that is a workaround for it. Also, if you want to use the clothing asset by itself without the skeleton, you can go into the asset and hide the UE4 skeleton by right-clicking on the 2 other LOD sections (with the man_body and chest_logo materials) and clicking "Disable". Then you can go into your player character and add skeletal meshes for each clothing part as children of your main character skeletal mesh, and set those child skeletons to the clothing parts you want to show on your character.
Had problems on both the materials stage and assigning it to a bone. The cloth wouldn't change to reflect the material, also I couldn't assign it to a bone.When I tried selecting a spine bone, then tried selecting the cloth, the first vertex window clicked away and I couldn't select assign.
9:37 What to do if you click that under those specific conditions and UE4 takes a minute to respond again after that and after all that processing it creates nothing in terms of cloth assets?
9.28 I have a problem in creating cloth data, it shows not able to "generate clothing sim mesh due to degenerate triangle, found coincident vertices in triangle A=X=1.292 Y=........." please give me some solution?
Yes, I figured it out by my self. It is because that I didn't draw the cape properly in blender, some verteies of the cape were overlapped with the body. Once I adjust it, the problem will be solved in Unreal Engine.
when we render out with a wind component i have a problem please help, if we render this animation out with AA or Sub surface samples more than 8 it start going crazy fast, please please guide,
Great video - thanks! Do you have a solution for hiding areas of the base mesh where the clothing clips into the character? (I've run into this issue with MasterPoseComponent for other skeletal mesh items as well so that would be super useful if you do)
Hi. I want a solution for my problem. I have a character with pose static mesh import from maya. character had a cape cloth. I export it individual and enable skeletal mesh option. After applying the cloth simulation the cloth cross between body and other stuff.. I want to apply collision but that doesn't work for me.. any solution for this problem?
I don't really like how the cape is part of the model. I think we should be adding clothes to existing, separate model. It doesn't look like a proper workflow. Maybe I'm wrong and there's some UE limitation, I'm new to UE, but it does seem weird to me to export and import character with the cloth added, especially if we wanted to have several different, changeable clothes.
I bet that there is a way to do that. I guess that there is a way to import the cloth as a sk mesh, add cloth physics and then parent it to a socket. If I find a better way, I'll make an updated tutorial!
If you want to have multiple choices for clothing, parenting it + skinning it to a skeleton is the best option (without the rest of the body of course). So the only thing you would export is the cape parented/skinned to the skeleton . Its very important that the cape has the same skeleton that is used on your character in unreal engine though, so that when you import the skeletal mesh you can choose the skeleton your playable character has Thought I'd drop the comment here incase someone else needs help with it! :D
Hello, I'm using this tutorial but another kind of clothes, however I have a problem, "create clothing data" is not working, it load some time & then there is nothing created.. Maybe someone know why & how to fix please ? Thx a lot !
I already have a cape, but can´t make it work with the character, is there any way? - I already painted the cape and check the physics, but it collides with the character´s capsule component.
Dude, can this technique be applied to a metahuman model? I have seen tutorials and to add new clothes to them they replace them with others in an external 3d software, it is a tedious process
I can 3d everything. My only shortcoming is that there is a problem when adding animated capes and avatars, I can't solve it, brother, they leave the training of it unfinished, there is no one to teach all of them. Why is the cloak so important?
This is a great tutorial. Glad I found you. I need you to make me a Circle Long Skirt for my character. I am ok to pay you 1 month Patreon :-) Can you please do such a service to me.? Just connect remotely and build me the skirt I'm looking for..? Can you.?
as a new user of blender who dont know anything about blender i didnt understand anything about adding plane and vertex and so on.... you should say how to add and how to modify, because i dont use blender at all. All I need to do is just add a simple plane and you made that so complicated for me