Hey everyone, I usually do chapters for long videos like this but I am not going to this time. Plenty of people skip chapters and then they DM me saying my process doesn't work. Please follow all the steps, I even have some tips where things can go wrong.
Metahuman bodies now come with marvelous - just double click on the Avatar button in the favorites area, then open Metahuman folder. Be aware that they open as “a pose” to make clothing easy. But you must then double click on the “default pose” before you export - that makes the pose match the UE pose.
How do I click default pose? I am stuck on that one, lol. Probably a simple button somewhere and/or I am blind, lol - ---edit: I think I got it...the same Avatar-Metahuman Folder, I found Poses...then downloaded the default pose. THANKS GUYS!
@@faxin-studio When you open Marvelous, by default in the top left there is a “favorites” tab. It has a list of things - garment, avatar, hanger, fabric etc. Double click “avatar”.
To get the meta human body, search meta human preview mesh and you’ll find all the body types. You can also use bridge to download your meta human and send it to Maya to get the preview mesh along with everything else. You can also export your meta human body from unreal and merge the head to the body in any other software or just import it like that in marvellous
This has been AMAZING. I have been staying up like 5 hours each night after work trying to figure it out. The only missing link I had was that metahuman skeletal mesh and physics body...head and body split messes up and physics isn't right.....so been trying to figure out how to fuse em. I hoped Epic would give us physics and metahuman skeletal mesh that would just work out of the box...or modify metahuman downloads to include this for cloth, lol. Wishful thinking to reduce that extra step. Anyway, I will peruse these comments and also try to figure out but if you can please hook us up with a video on how you do that, especially for us who don't have Maya, I would appreciate that too, sir!! Thank you for this video!!
Weights transfer is easily done in Blender. Select the armature, the mesh you want to transfer the weights from, then the mesh you want to transfer to weights to. Go to weight paint mode, weights, transfer weights. Change settings to your liking, done.
Cool video thanks, I've learn a new trick relating to MH position thanks. One more thing it wll be cool investigate and understand how "gradient tool" work, cause I can't figure it out how it works looks like paint green dots instead a gradient, also Physycs Asset can be improved if you make a new one, using other methods instead capsule colliders. Problem is with complex clothes, a t short or a skirt are easy...
One of the main problems I currently face is a good physics asset. Especially with tighter clothes, the physics bodies have to be on point. However, as Metahumans are split (body & head mesh), and the chaos cloth solver only takes 1 physics asset as input, it is super difficult to get it right.
@@MR3DDev Yeah but the combined mesh is always a very basic one. In case of a custom metahuman mesh, that would not work I think. Also, the physics asset you are using in the video is also only the body.
I feel like you need to spend a little more time with it to get it working properly. Right now it would be easier to use MetaTailor to rig and fit any clothes you want without having to use MD, then just paint as normal in UE with the cloth physics tool. I don't see an upside to using the workflow in this video, just yet.
hi, i have a scarf over the back of my pants, i still want to have a cloth simulation for this scarf but how can i make it not cling to the legs and butt of the character but still look natural, thank you very much
If you show it with cinematic along with the next video (Marvelous designer alternative trick), please do? it seems easy, but seeing it in the standard pipeline would be great. Thanks.
Hi, thanks a lot for the video but I’m having trouble seeing the window for 3D and 2D sim and also the small cloth window to the left of it. Is there something I’m doing wrong?
Hello and thanks. On 5.0 beta chaos cloth we had some best practices like the minimun particle distance and other little datails for the cloths,are they changed here on this 5.4?
Although the effect is good, it cannot collide with environmental objects, which is very frustrating, I asked the official forum, but no one replied, which is very ridiculous
@@MR3DDev This is my other account, and the freedom of speech on UA-cam is very ridiculous now , I posted the following message and it cannot be displayed. Do you have a way to implement it? I haven't found any place to implement it. The previous version of the clothing tool was set by checking the Actor environment collision setting, but it is now invalid. Can you explain in detail where you implemented it, Thanks
although this looks amazing, nd definitely want to try it out for myself... do you think this is a viable method for gaming skins? I wonder this this method just might make the clothes and mesh too heavy for the engine. Just wondering, cause I would love to incorporate this to my game project :)
@@MR3DDev woo! wait, that would imply that they are stremlined and develop with performance in mind... cause there's hundreds of asset live in that game. Do you have documentation, or vid on this? that sound absolutely amazing.. instead of cutting the mesh and doing separate clothing based on the seams of the mesh :)
Thanks man! you're a real problem solver! Actually I'm not able to see the (Export Simulation Data) check box despite using marvelous 2024 version! Could you help with that please?
Thank you for this wonderful tutorial. Please my question is, I cant see the "Include garment simulation data in my Export USD dialogue box. Is this a version problem? i am on version 12 marvelous designer. Thanks
Thank you for your video! I'm having trouble adding a skeletal mesh to transfer skin weights on cloth in Unreal Engine. Every time I try, the program crashes. I initially thought the issue was with the mesh itself because I exported it to FBX through Blender. However, I also tried exporting through Maya, but the problem persists. What do you think I should do in this case?
@@SRX2024 Thank you very much for your help! Unfortunately, it doesn't work. I reduced the number of polygons of the body and head from 120000 to 3700 in total, but still unreal does not accept and keeps crashing.
@@mikolaicgi This feature works terribly well to be honest. I am exporting clothes from Marvelous Designer and sometimes if I lower the mesh density to 15 it works, if I set it to 5 it also crashes. What mesh are you trying to add ? Also from MD ?
@@SRX2024 Yes, its so buggy:( In MD I just fit my suit to my metahuman mesh. And I exported mesh from blender, cause I needed to combine body and head.
Hey everyone, I usually do chapters for long videos like this but I am not going to this time. Plenty of people skip chapters and then they DM me saying my process doesn't work. Please follow all the steps, I even have some tips where things can go wrong.
Metahuman bodies now come with marvelous - just double click on the Avatar button in the favorites area, then open Metahuman folder. Be aware that they open as “a pose” to make clothing easy. But you must then double click on the “default pose” before you export - that makes the pose match the UE pose.
Fantastic tip, thank you
where is " Avatar button in the favorites area"
@@faxin-studio On Favorites, Avatar, Metahuman folder should populate. Top right buttons.
How do I click default pose? I am stuck on that one, lol. Probably a simple button somewhere and/or I am blind, lol - ---edit: I think I got it...the same Avatar-Metahuman Folder, I found Poses...then downloaded the default pose. THANKS GUYS!
@@faxin-studio When you open Marvelous, by default in the top left there is a “favorites” tab. It has a list of things - garment, avatar, hanger, fabric etc. Double click “avatar”.
To get the meta human body, search meta human preview mesh and you’ll find all the body types. You can also use bridge to download your meta human and send it to Maya to get the preview mesh along with everything else. You can also export your meta human body from unreal and merge the head to the body in any other software or just import it like that in marvellous
Thank you for your speed in getting this out! This is a game changer
Happy to help :)
This has been AMAZING. I have been staying up like 5 hours each night after work trying to figure it out. The only missing link I had was that metahuman skeletal mesh and physics body...head and body split messes up and physics isn't right.....so been trying to figure out how to fuse em. I hoped Epic would give us physics and metahuman skeletal mesh that would just work out of the box...or modify metahuman downloads to include this for cloth, lol. Wishful thinking to reduce that extra step. Anyway, I will peruse these comments and also try to figure out but if you can please hook us up with a video on how you do that, especially for us who don't have Maya, I would appreciate that too, sir!! Thank you for this video!!
Weights transfer is easily done in Blender. Select the armature, the mesh you want to transfer the weights from, then the mesh you want to transfer to weights to. Go to weight paint mode, weights, transfer weights. Change settings to your liking, done.
Interesting share
Cool video thanks, I've learn a new trick relating to MH position thanks.
One more thing it wll be cool investigate and understand how "gradient tool" work, cause I can't figure it out how it works looks like paint green dots instead a gradient, also Physycs Asset can be improved if you make a new one, using other methods instead capsule colliders.
Problem is with complex clothes, a t short or a skirt are easy...
The green dots are the gradient start, hold control and then drag to paint the gradient end.
hmm it dosnt shows me under physics the clothassset even after restart
My unreal crashes every time I try to transfer cloth skin weights. Any ideas?
One of the main problems I currently face is a good physics asset. Especially with tighter clothes, the physics bodies have to be on point. However, as Metahumans are split (body & head mesh), and the chaos cloth solver only takes 1 physics asset as input, it is super difficult to get it right.
That's why I used a combined mesh.
@@MR3DDev Yeah but the combined mesh is always a very basic one. In case of a custom metahuman mesh, that would not work I think. Also, the physics asset you are using in the video is also only the body.
@@SvenjiPlay The first part you are wrong. I am using a combined mesh from an LOD0 zero so far from basic, the second part you are right.
I feel like you need to spend a little more time with it to get it working properly. Right now it would be easier to use MetaTailor to rig and fit any clothes you want without having to use MD, then just paint as normal in UE with the cloth physics tool. I don't see an upside to using the workflow in this video, just yet.
I've tried metatailor, you are better of using accurig in that case.
I've tried Metatailor, you'd be better of with acurig
@@MR3DDevAccurig and MetaTailor are very different tools for very different purposes.
hi, i have a scarf over the back of my pants, i still want to have a cloth simulation for this scarf but how can i make it not cling to the legs and butt of the character but still look natural, thank you very much
Pleasee make a metapipe tutorial can't find any in UA-cam, that explains it well because it's a nit daunting process little bit complicated
I am working on that
Just checked you Have some, but yeah if you could do a full work flow tut that would be so helpfull keep up! Love the calm vibes from your videos
Do you know why my clothing from marvelous would be breaking apart?
If you show it with cinematic along with the next video (Marvelous designer alternative trick), please do? it seems easy, but seeing it in the standard pipeline would be great. Thanks.
Thank you I'll add that to the video
How do you get your fully rigged metahuman skeletal mesh?
From Maya, just export it out of quixel bridge (the app) :)
@@MR3DDev how would you do this with a Metapipe Metahuman?
Hi, thanks a lot for the video but I’m having trouble seeing the window for 3D and 2D sim and also the small cloth window to the left of it. Is there something I’m doing wrong?
Hello and thanks. On 5.0 beta chaos cloth we had some best practices like the minimun particle distance and other little datails for the cloths,are they changed here on this 5.4?
Although the effect is good, it cannot collide with environmental objects, which is very frustrating, I asked the official forum, but no one replied, which is very ridiculous
The intent of this is that it collides with a skeletal mesh, if you need chaos to collide with environment there are ways to do it.
@@MR3DDev This is my other account, and the freedom of speech on UA-cam is very ridiculous now , I posted the following message and it cannot be displayed. Do you have a way to implement it? I haven't found any place to implement it. The previous version of the clothing tool was set by checking the Actor environment collision setting, but it is now invalid. Can you explain in detail where you implemented it, Thanks
Do you have any idea why im not seeing the include garment simulation data in marvelous?
Would this also work with just random cloth 3d models from SketchFab or something? What about using MetaTailor first?
IDK about MetaTailor but I will have another video with static meshes coming from other software
Would you do a tutorial on chaos clothing and iclone livelink animation recorded using take recorder in unreal engine.
Unfortunately I don't unse realillusion software
Can you please explain how to use skeletal mesh surface for physics asset?
I'll have to look into that
Have you done the video showing how to use clothes made in zbrush/blender, with that very small teak you mentioned? care to share? :)
lol, checked your channel and there it is lol nice!
although this looks amazing, nd definitely want to try it out for myself... do you think this is a viable method for gaming skins?
I wonder this this method just might make the clothes and mesh too heavy for the engine. Just wondering, cause I would love to incorporate this to my game project :)
I'd think so since they are implementing it for UEFN
@@MR3DDev woo! wait, that would imply that they are stremlined and develop with performance in mind... cause there's hundreds of asset live in that game. Do you have documentation, or vid on this? that sound absolutely amazing.. instead of cutting the mesh and doing separate clothing based on the seams of the mesh :)
Thanks man! you're a real problem solver!
Actually I'm not able to see the (Export Simulation Data) check box despite using marvelous 2024 version!
Could you help with that please?
You may need to update cause that was there as soon as I open MD
Hi Civar! Long time no see, am a fan of your videos too! For this, you export on the file-export-USD. Needs to be that 2024.0.173 version or later.
How are you transporting the metahuman into marvelous and keep the skeletal mesh?
From Maya. You can get your metahuman through the bridge app
Why when I create a clothasset my dataflow is blank?
did you turn on the plugin? Worst case u may have to reinstall the engine, I had to when metahuman animator first came out and it wanst working.
when i select the usd file,ue alert me "invalid lod0 data,asset terminal node say"
That means you didn't export the simulation data from MD
Thank you for this wonderful tutorial. Please my question is, I cant see the "Include garment simulation data in my Export USD dialogue box. Is this a version problem? i am on version 12 marvelous designer. Thanks
Yes you should download the latest MD
@@MR3DDev Okay. Thank you
@@MR3DDev Still don't see this option even with MD 2024.
@@Syfmuna Have you found a solution?
@TheMakarov_YT Nope. =(
Thank you for your video! I'm having trouble adding a skeletal mesh to transfer skin weights on cloth in Unreal Engine. Every time I try, the program crashes. I initially thought the issue was with the mesh itself because I exported it to FBX through Blender. However, I also tried exporting through Maya, but the problem persists. What do you think I should do in this case?
Same thing, I just reduced the number of polygons
@@SRX2024 Thank you very much for your help! Unfortunately, it doesn't work. I reduced the number of polygons of the body and head from 120000 to 3700 in total, but still unreal does not accept and keeps crashing.
@@mikolaicgi This feature works terribly well to be honest.
I am exporting clothes from Marvelous Designer and sometimes if I lower the mesh density to 15 it works, if I set it to 5 it also crashes. What mesh are you trying to add ? Also from MD ?
What kind of hardware are you running ?
@@SRX2024 Yes, its so buggy:( In MD I just fit my suit to my metahuman mesh. And I exported mesh from blender, cause I needed to combine body and head.
7:21 it's me.
It is you
must be marvelous designer ? what about Clo3D .can it work or can't ?
IF it can export USD with the simulation option yes
@@MR3DDev It seems that CLO3d will also be able to export USD to Unreal Engine in the near future.
Blender Simply Cloth
video confused is no better metod of work in cloth trust my