That’s exactly that my friend, if you watch the outro from minute 23:15 you’d see how the mesh looks after I softened the edges and smoothed the mesh in Maya and reimported the mesh into the scene 👌
@@Goblination-UE5 Years ago I used Marvel Designer to UE4, the poly was too big looks bad, or it is too small looks good but too heavy to simulate, maybe in UE 5.4 the cloth mesh uses nanite, which can be millions of poly?
@@yanhu I know what you mean, it also depends how dense you export it from MD, I am showing it in the video I have recorded after your question :) but also, when 5.4 is released, UE cloth would be cinematic quality!!!
Part 02 and addressing a concern by a viewer in regards to skirt simulation, hope you enjoy, let me know in the comments below if you have other suggestions or different approaches :)
Is it possible to have two pieces of cloth that lay on top of each other simulated in chaos cloth that do not overlap and if it is can you do a video on it.
Thank you so much my friend! I’m glad it’s easy for you to follow along. Yes, I’m waiting for 5.4 to be released as final and then we can check cinematic quality cloth results 👌💙
Thank you 🙏 no, do you have your character with full body mesh under the clothing? If you do, you could use a Kinematic Collider (video tutorial coming out soon). But you can make an already made mesh cloth as well, not only Marvelous Designer (I have a couple of videos on the channel showing this 🤗)
At this point I find that a chaos cloth environment collision would work if the clothing is a skeletal mesh on its own, then you’d get a clothing section in the details tab where you could check the env. collision. I keep investigating this, once it’s figured out, I’ll post about it 👍🏼
The effect is very good, but the clothing on this character cannot collide with objects in the world environment, the previous setting of checking the collision with the environment under the character is no longer valid, I have asked the official forum but no one has answered this question, which is very frustrating
Thank you for raising this, I thought I was the only one cares about cloth collision. This is a huge vacuum in modern graphics. The problem lies in the linear processing of cloth sim - that is not where the hardware direction is going - more transistors in narrower architecture - means faster repeating tasks not continuous processes. Having to rig collision capsules in this day and age is an absolute disgrace and a night mare. Plus, they have all these cloth sims but in games, they use bones rigs for double sided materials and ground collisions. They never use these lustrous cloths bc they are unfinished and clipping.
this should also work with blender and ue right? no need of expensive software like marvelous right? this is cool, thank you! very important tutorial for me
Oh yes, for sure! You can use any DCC you want! Create the clothes or garments you wish on the character and export it to UE, it could even be just a cylinder shaped like a dress if you want 😉 You are more than welcome my friend
so, is it ideal to use these cloth physics in games? or should we bake the physics with each animation, i was hoping to find a way to use cloth physics at a low cost or at least be able to simulate the cloth physics for the main character and bake it for the other characters
I think it could work in-game with the right settings, not too sure when it comes to MH though, I’m going to test it with the new UE5.4 that was just released yesterday. Chaos Cloth has improved so let’s see. The cloth could be cached…
Hey really useful! I wonder if Panel Chaos Cloth works with skeletal meshes too? In the earlier "paradigm", one was to create skeletal meshes for the skirt and all that. Now after rigging / skinning them, I do not want just discard all the work.
Yes I understand what you are saying for sure, it’s the skirt on an actual rig of a biped? Is it on a hanger which is a skeletal mesh? I mean, the weight transfer does the work for you, it does an amazing job actually…
@@Goblination-UE5 Yeah I have whole sets of skirts and overall dresses which have been developed against the Metahuman skeleton, have paint weights and animate with the character. But especially for skirts you do need some additoinal cloth animation on top. That is why I would like to combine the existing with Panel Cloth.
As soon as I added the ClothAsset into the Content Folder and double clicked on it, I got something completely different. There was no choice of three options. I was immediately put into a node tree that was already set up. I tried to work with it but to no avail. Is there something new that I should know about? Assume you are answering someone who is completely new to this and old.
Welcome to an amazing world as a newbie, enjoy it! And yes, Chaos Cloth in UE5.4 comes with a template that we could use and literally go node by node and fill in what is required. Alternatively, what I show in the vids, is I delete all the nodes and create my own script. You could follow along and ask any questions if you are encountering issues. Here watch this video where I start from scratch: ua-cam.com/video/Y0dz7seit1s/v-deo.htmlsi=K-InoNACA8AxG1Yw
You can use this with MH, it does require an extra step, it is a bit slower simulation with MH (hopefully it’ll be super nice when UE5.4 is final release 🤞 I can make an extra video for that
Why does the mesh look so bad? I don't know if it has bad normals, lacks resolution, or needs to be smoothed.
That’s exactly that my friend, if you watch the outro from minute 23:15 you’d see how the mesh looks after I softened the edges and smoothed the mesh in Maya and reimported the mesh into the scene 👌
@@Goblination-UE5 Years ago I used Marvel Designer to UE4, the poly was too big looks bad, or it is too small looks good but too heavy to simulate, maybe in UE 5.4 the cloth mesh uses nanite, which can be millions of poly?
@@yanhu I know what you mean, it also depends how dense you export it from MD, I am showing it in the video I have recorded after your question :) but also, when 5.4 is released, UE cloth would be cinematic quality!!!
Bro you sound like James Earl Jones. Mad respect and cool tutorial.
Part 02 and addressing a concern by a viewer in regards to skirt simulation, hope you enjoy, let me know in the comments below if you have other suggestions or different approaches :)
Is it possible to have two pieces of cloth that lay on top of each other simulated in chaos cloth that do not overlap and if it is can you do a video on it.
easy, and simple even though I don't know English, it's what I was looking for, I'm following you to wait for a tutorial with metahumano in 5.4
Thank you so much my friend! I’m glad it’s easy for you to follow along.
Yes, I’m waiting for 5.4 to be released as final and then we can check cinematic quality cloth results 👌💙
@Goblination-UE5 Can you make a tutorial of 5.4 chaos cloth and marvelous Usd? I would appreciate
@@Vlogdelguia I am pretty sure I will do that :)
This turorial is gold thank's for share it!
Thank you my friend for taking the time to write this comment 🙏
Ohh, one thousand thanks! I will devour this video! You did it perfect! I will study everything! Thanks again!! :)
hahaha, you are welcome, I hope I did not butcher your user name 😝
A very important tutorial... Thank you
Thank you my friend, I appreciate that a lot! 🙏
Uhhhh! that's awesome, watching this, thank you for this Goblination, thank you for covering this subject my friend
You are more than welcome VRan, enjoy and please let me know if you have questions
Very good tutorial, thanks!
Thank you 🙏 appreciated
Wonderful! What about if my character comes with cloth already, will the process be different?
Thank you 🙏 no, do you have your character with full body mesh under the clothing? If you do, you could use a Kinematic Collider (video tutorial coming out soon). But you can make an already made mesh cloth as well, not only Marvelous Designer (I have a couple of videos on the channel showing this 🤗)
@@Goblination-UE5 Thanks for answering! Yes, I have a full body mesh under the cloth, as was done by the modeler and then the rigger
@@AmjoodBasha Perfect!!! You’d get great results then
Thank You!!!
You are more than welcome my friend 🩵
It's possible to make cloth drag around the floor? Like wedding dress or very long cape?
At this point I find that a chaos cloth environment collision would work if the clothing is a skeletal mesh on its own, then you’d get a clothing section in the details tab where you could check the env. collision. I keep investigating this, once it’s figured out, I’ll post about it 👍🏼
The effect is very good, but the clothing on this character cannot collide with objects in the world environment, the previous setting of checking the collision with the environment under the character is no longer valid, I have asked the official forum but no one has answered this question, which is very frustrating
I knowww, it frustrates me too, tried everything, I want the dress to collide with the ground. Once I get it I’ll let you know
@@Goblination-UE5 Thanks
Thank you for raising this, I thought I was the only one cares about cloth collision.
This is a huge vacuum in modern graphics.
The problem lies in the linear processing of cloth sim - that is not where the hardware direction is going - more transistors in narrower architecture - means faster repeating tasks not continuous processes.
Having to rig collision capsules in this day and age is an absolute disgrace and a night mare.
Plus, they have all these cloth sims but in games, they use bones rigs for double sided materials and ground collisions.
They never use these lustrous cloths bc they are unfinished and clipping.
That whisper at the end tho 😂
😉 psst… hit subscribe…
@@Goblination-UE5you have a discord? Just subbed
this should also work with blender and ue right? no need of expensive software like marvelous right? this is cool, thank you! very important tutorial for me
Oh yes, for sure! You can use any DCC you want! Create the clothes or garments you wish on the character and export it to UE, it could even be just a cylinder shaped like a dress if you want 😉
You are more than welcome my friend
so, is it ideal to use these cloth physics in games? or should we bake the physics with each animation, i was hoping to find a way to use cloth physics at a low cost or at least be able to simulate the cloth physics for the main character and bake it for the other characters
I think it could work in-game with the right settings, not too sure when it comes to MH though, I’m going to test it with the new UE5.4 that was just released yesterday. Chaos Cloth has improved so let’s see. The cloth could be cached…
Hey really useful! I wonder if Panel Chaos Cloth works with skeletal meshes too? In the earlier "paradigm", one was to create skeletal meshes for the skirt and all that. Now after rigging / skinning them, I do not want just discard all the work.
Yes I understand what you are saying for sure, it’s the skirt on an actual rig of a biped? Is it on a hanger which is a skeletal mesh? I mean, the weight transfer does the work for you, it does an amazing job actually…
@@Goblination-UE5 Yeah I have whole sets of skirts and overall dresses which have been developed against the Metahuman skeleton, have paint weights and animate with the character. But especially for skirts you do need some additoinal cloth animation on top. That is why I would like to combine the existing with Panel Cloth.
Remember to add the first video to the List!
The first video is there my friend, I’ve placed them as a playlist called Chaos Cloth. A third video is coming out soon as well! 👍🏼
As soon as I added the ClothAsset into the Content Folder and double clicked on it, I got something completely different. There was no choice of three options. I was immediately put into a node tree that was already set up. I tried to work with it but to no avail. Is there something new that I should know about? Assume you are answering someone who is completely new to this and old.
Welcome to an amazing world as a newbie, enjoy it! And yes, Chaos Cloth in UE5.4 comes with a template that we could use and literally go node by node and fill in what is required. Alternatively, what I show in the vids, is I delete all the nodes and create my own script. You could follow along and ask any questions if you are encountering issues. Here watch this video where I start from scratch: ua-cam.com/video/Y0dz7seit1s/v-deo.htmlsi=K-InoNACA8AxG1Yw
is it possible to to this for a metahuman rig? im just getting some wierd stuff... Says im missing some bones...
You can use this with MH, it does require an extra step, it is a bit slower simulation with MH (hopefully it’ll be super nice when UE5.4 is final release 🤞
I can make an extra video for that
@@Goblination-UE5 YEES, please!
@@deedyago haha, on it 😉
Do you export from MD as an alembic ?
No, I export an FBX, it’s just a static mesh, there’s another video coming out later where I show it again 🙂
uhh Darth Vader? Is that you?