This is one of the more useful video's on the subject that doesn't mess around creating the prop from scratch, but as you can see how much hassle it is to setup cloth on characters, by the end of the video the character is still not setup right with parts of the mesh poking through the cloth simulation, i don't see why this editor can't be more like daz3d where you just select the mesh then scale it's parameters to suit the shape then you could adjust you're animation capsules according too the area you have simulated with the brush.
Clarence Rajaratnam yeah I tried it back in like 2015-2016 ish before this was a thing. The cloth physics in unreal is still not great. Capes basically don’t work if the bone isn’t connected to the root or something.
@@chancylvania That makes sense though. In a skeletal rig, everything has to be connected to the root bone. This is how unreal handles skeletal meshes.
I cant seem to make it work in 4.24.2... :/ I looked into my physich asset capsules and it wont even react to those, my cape just stands there straight :/
FIX: I've just run through the same issue and it was driving me crazy, but I found a solution for this. Simply don't apply your Clothing Data BEFORE painting it (for the first time). It's a bug related here: issues.unrealengine.com/issue/UE-87003 Extra info (optional): By the way, you don't have to paint ALL the piece meticulously as if you're doing a final paint. Just create the Clothing Data, go to the paint mode and paint a small dot (just so it can save the info that there are painting data on it). Then, deactivate the paint mode and BAM, it will work. With this you can go and even set an animation to be playing, and just toggle from painting-playing and see live results of your Cloth paint. Hope it helps! :)
The content project's cogif doesn't seem to work with UE5 anymore :( and the languages are very different to copy over it. Is there anything that's similar to use for UE5?
Do you need joints n the cloth for cloth simulation to work? Or can you rig the character with no joints in the cloth and unreal takes care of the simulation?
@@MadPonyInteractive Thanks. Now, this is a different question - I have a spear (wepaon) that has a rope modeled around it with two rope strings that hang. Is there a way for Unreal to simulate the two hanging ropes to flow in the wind/simulate physics - Or can this tutorial only be used for cloth? Would I have to rig the rope on the weapon to animate it having physics? Or could I use this cloth simulation tutorial for the rope?
@@MadPonyInteractive I tried clicking on my weapon (static mesh) and I did not see the ability to do cloth simulation. Does it need a skeleton to do cloth simulation?
Great video man! Extremely useful! I have a huge request for you. I can't find a good tutorial on it anywhere.. A tutorial on how to create things that dangle from the character. Like a backpack, or ponytail, or other stuff hanging and dangling from the character. How do one do that? Can't find anything useful on it anywhere.. Anyways. Great channel.. Subscribed!
@@KensireGames Haven't used unreal in a while so there might be better alternatives but heres a video where you can use the mesh: ua-cam.com/video/_Xnx9L6DgfE/v-deo.html
Unfortunately, once you turn on process root motion for actual in-game simulation, the cloth gets stretched back when you walk forward. The issue persists even with local cloth simulation. Bummer...
Question: (Still using 4.27, but I do have 5.4)...I have a clothing problem. I put a cape on my character, and at first, it was working well, physics and all. However, now the cape (as the character flies) gets stuck in a weird position, and it won't release. I've changed no settings on the clothe. Is there something in-world (or in any blueprint) that causes this? A solution?? Note: I have slo-mo attached to my character...the cape works well in slow motion, but not at regular speed. I did delete the slo-mo feature and compiled, but it still does it.)
@@MadPonyInteractive Seperate physics asset? I didn't think about that! One that is activated in blueprints, but with a start/stop function added...thank you!
Do you know how to apply one cloth simluation to 2 same meshes ? i have a duplicated mesh wich acts as an outline mesh and when i apply cloth simulation, the outline mesh has obviously different simulation then the original mesh. i would need to mach these two because the ourline mesh is clipping through the og mesh and looks ugly. thanks.
Thank you!!! The vid clarified tons for me one question tho... should you weight paint the clothes before importing into UE? Does the clothing brush in UE replace the weight it came with from Blender/Marvelous? Also... does being in quads or tris make a difference? Sorry for being late :)
You can weight paint the clothes where they are meant to conform to the body and leave no influence where you plan to add physics in the engine. Evenly distributed Quads produce much better results.
Hey I know this video is old and this comment wont likely be found; but if I have a skinned skeleton with joints that give general control to a cape or a long coat or a scarf, could you layer the dynamics on top of those or would you just have the parts of the mesh you dont want dynamics on weighted to bones for traditional animation and leave the rest?
How come I'm editing the physics to have the capsules block my cloth from going in his knees but its still going in his knees? Nothing I am doing in the physics window is stopping it from going in his knee
Make sure the capsules are in the right place, knees can be tricky as they are the intersection between 2 capsules. When positioning the capsules add an animation to the preview asset area to check how its looking .
@@MadPonyInteractive I dont have much experience with the capsules interface. Is there a way to reset the capsules to how they were by default when you imported your mesh/physics?
@@TheBackRoom_Gaming not sure to be honest, I mean you can rebuild them and they might go back to the initial state but you can also reimport your mesh with a different name so that ue4 can rebuild them as originally had. you can also "copy" physics assets across characters by selecting the asset in the skeleton blueprint and clicking apply to asset
@@MadPonyInteractive I imported the mesh with a new name but am having trouble finding how to copy the new physics to my original mesh. I will try to figure this out
@@janjezz Not in the market place but in the content examples that can be found in the "Learn" tab next to the "Marketplace" tab in your epic games desktop app
Wow great stuff, so I'm assuming that for some cloth simulation it would be ok to use this but for other's like robes you would want to bake the animations using programs like Marvelous Designer? I'm assuming that baked animations is probably going to be more performance friendly but I'll ask anyway, is it? Lol
Its more about the quality of the cloth animation. For small things like capes, small accessories, etc, this is ok but for full dresses, robes, more complex stuff you usually get better results with MD. So yes and yes baked doesn't need in game real time physics computation.
Hi. i'm working on a character and i've almost finished modelling him. In a couple of days I will be working on animation, but because he also has a long coat, i'm hoping to be able to add dynamic cloth to him the same as this video. Could I email you for advice. Ill also send you a render so you can see what it is i'm working on.
In my experience, making cloth work is a process of trial and error. You will probably need to remesh several times until you got it right. Also be patient when changing the cloth settings in unreal. At the moment I wouldn't be much help as I haven't touched unreal for a while. Wish you all the best
I have no idea how "create a project" - I press that button, it saves project in some destination and what should I do after? It doesn't starts automatically
@@MaruskaStarshaya If you cant even create a project why bother watching this ? you cant even get through the basics of basics . And you blame him for not showing you . Damnn people can be so selfish at times . Look at the title , its not a "BEGINNER TUTORIAL TO UNREAL ENGINE 4"
Hello! Very helpful tutorial, I appreciate it a lot. Where can I get these content with EU examples? I saw it a lot in UnrealLive Training but still have no idea where I can download it
Dude are you using 2 mics to record audio? It's so trippy listening to this cuz it feels like the sound is coming from a different direction every milisecond
the only thing is fuked up is, you have to set Value to 0 to erase some painted section instead of simple erase button or item...it cost me one whle day to figured out this...really ? and they make UE 5 lol
thanks, this was a lot easier than I thought, only difficult part is making sure it doesnt clip
This is one of the more useful video's on the subject that doesn't mess around creating the prop from scratch, but as you can see how much hassle it is to setup cloth on characters, by the end of the video the character is still not setup right with parts of the mesh poking through the cloth simulation, i don't see why this editor can't be more like daz3d where you just select the mesh then scale it's parameters to suit the shape then you could adjust you're animation capsules according too the area you have simulated with the brush.
Hmm, never thought that is tooooo easy. Thanks!
Thats cause it used to not be
@@chancylvania yeah you had to set it up in maya using nvidia plugin. Was horrible
Clarence Rajaratnam yeah I tried it back in like 2015-2016 ish before this was a thing. The cloth physics in unreal is still not great. Capes basically don’t work if the bone isn’t connected to the root or something.
@@chancylvania That makes sense though. In a skeletal rig, everything has to be connected to the root bone. This is how unreal handles skeletal meshes.
Awesome video, going to try this out!
Great content and great channel, glad i've found you
I am here for the pig
Cant's seem to copy the cloth config, it only has expand all option when I right click on it. Using 4.24.3
Yes This was 4.23, unfortunately in new versions you will have to copy the individual params
Thanks a lot for sharing your skill and knowledge
Amazing tutorial. Thanks a lot!
Thank you! Great tutorial, helped me out a lot.
Hello, I am interested in how the cloth is rigged originally in Skeletal mesh?
I cant seem to make it work in 4.24.2... :/ I looked into my physich asset capsules and it wont even react to those, my cape just stands there straight :/
FIX: I've just run through the same issue and it was driving me crazy, but I found a solution for this. Simply don't apply your Clothing Data BEFORE painting it (for the first time). It's a bug related here:
issues.unrealengine.com/issue/UE-87003
Extra info (optional):
By the way, you don't have to paint ALL the piece meticulously as if you're doing a final paint. Just create the Clothing Data, go to the paint mode and paint a small dot (just so it can save the info that there are painting data on it). Then, deactivate the paint mode and BAM, it will work.
With this you can go and even set an animation to be playing, and just toggle from painting-playing and see live results of your Cloth paint.
Hope it helps! :)
@@victorfranco2873 This is 100% how it works if you cant get it to move
@@victorfranco2873 Muchisimas gracias brother
How to unify the animation if I have toga and couple of ropes on it, but different materials with?
Awesome tutorial!!! Thanks man!!!
The content project's cogif doesn't seem to work with UE5 anymore :( and the languages are very different to copy over it. Is there anything that's similar to use for UE5?
Do you need joints n the cloth for cloth simulation to work? Or can you rig the character with no joints in the cloth and unreal takes care of the simulation?
No joints needed, Unreal processes the geometry even without bones present.
@@MadPonyInteractive Thanks. Now, this is a different question - I have a spear (wepaon) that has a rope modeled around it with two rope strings that hang. Is there a way for Unreal to simulate the two hanging ropes to flow in the wind/simulate physics - Or can this tutorial only be used for cloth?
Would I have to rig the rope on the weapon to animate it having physics? Or could I use this cloth simulation tutorial for the rope?
@@TheBackRoom_Gaming You could use cloth simulation but the results would not be as good as if you use bones
@@MadPonyInteractive I may have to try it. Thanks
@@MadPonyInteractive I tried clicking on my weapon (static mesh) and I did not see the ability to do cloth simulation. Does it need a skeleton to do cloth simulation?
Great video man! Extremely useful! I have a huge request for you. I can't find a good tutorial on it anywhere..
A tutorial on how to create things that dangle from the character. Like a backpack, or ponytail, or other stuff hanging and dangling from the character. How do one do that? Can't find anything useful on it anywhere..
Anyways. Great channel.. Subscribed!
in that case you will have to animate in your 3d package and then import that animation in ue4!
check out either animdynamics, or kawaii physics plugin.
Thanks man, it really helped me.
Nice. Is it any way to use the characters mesh for example the legs as collision instead of the capsules?
I believe you can use the mesh collision but its way more cpu intensive
@@MadPonyInteractive that's fine with me I been trying to figure out how to do it for the longest
@@KensireGames Haven't used unreal in a while so there might be better alternatives but heres a video where you can use the mesh: ua-cam.com/video/_Xnx9L6DgfE/v-deo.html
@@MadPonyInteractive I appreciate that
Hey why does my character's mesh or shadow doesn't show when I click on it?
thank you
Unfortunately, once you turn on process root motion for actual in-game simulation, the cloth gets stretched back when you walk forward. The issue persists even with local cloth simulation. Bummer...
To anyone having this problem, it's the damned skincache.
Question: (Still using 4.27, but I do have 5.4)...I have a clothing problem. I put a cape on my character, and at first, it was working well, physics and all. However, now the cape (as the character flies) gets stuck in a weird position, and it won't release.
I've changed no settings on the clothe. Is there something in-world (or in any blueprint) that causes this? A solution??
Note: I have slo-mo attached to my character...the cape works well in slow motion, but not at regular speed. I did delete the slo-mo feature and compiled, but it still does it.)
@@Entolyfik you might need to have a separate physics asset for when the character is flying.
@@MadPonyInteractive Seperate physics asset? I didn't think about that! One that is activated in blueprints, but with a start/stop function added...thank you!
Do you know how to apply one cloth simluation to 2 same meshes ? i have a duplicated mesh wich acts as an outline mesh and when i apply cloth simulation, the outline mesh has obviously different simulation then the original mesh. i would need to mach these two because the ourline mesh is clipping through the og mesh and looks ugly. thanks.
But how do you fix the vertex problem in the front of the cloths??
Where is this example so I can take a look at how it was made? Thanks!!
Sorry it is not available.
@@MadPonyInteractive Yes, I found it :) ua-cam.com/video/-G3c6XysUGY/v-deo.html
Thanks dude amazing tutorial :D
Thank you!!! The vid clarified tons for me
one question tho...
should you weight paint the clothes before importing into UE? Does the clothing brush in UE replace the weight it came with from Blender/Marvelous?
Also... does being in quads or tris make a difference?
Sorry for being late :)
You can weight paint the clothes where they are meant to conform to the body and leave no influence where you plan to add physics in the engine.
Evenly distributed Quads produce much better results.
Greetings! Should my cloth mesh (dress) be flat? I have double-sided, thick mesh and it intersect itself when I applied wind simulation?
Not necessarily, when working with thick meshes you need really tweak self intersections
for example in dongling small bags in the belt what is your approach is it still clothing or different?
wondering this as well
@@ali3ser maybe it's completely separated mesh attach in the body or socketed?
@@pawpotsRS i have no idea, if i ever find a good solution to this, i'll let you know
@@ali3ser that's nice of you, this is pending for me really.
have you tried the new cloth system in UE5?
Would the animator be responible for making this or the person making the 3d model?
Do you still have to weight paint the parts of a model you're going to simulate?
not if all of the object will be simulated
Hey I know this video is old and this comment wont likely be found; but if I have a skinned skeleton with joints that give general control to a cape or a long coat or a scarf, could you layer the dynamics on top of those or would you just have the parts of the mesh you dont want dynamics on weighted to bones for traditional animation and leave the rest?
I dont think you can layer bone animation with cloth simulation if that is what you're asking.
Can you still copy ClothConfig settings in 4.27? It seems like they don't let you anymore.
No, not anymore.
How come I'm editing the physics to have the capsules block my cloth from going in his knees but its still going in his knees? Nothing I am doing in the physics window is stopping it from going in his knee
Make sure the capsules are in the right place, knees can be tricky as they are the intersection between 2 capsules.
When positioning the capsules add an animation to the preview asset area to check how its looking .
@@MadPonyInteractive I dont have much experience with the capsules interface. Is there a way to reset the capsules to how they were by default when you imported your mesh/physics?
@@TheBackRoom_Gaming not sure to be honest, I mean you can rebuild them and they might go back to the initial state but you can also reimport your mesh with a different name so that ue4 can rebuild them as originally had. you can also "copy" physics assets across characters by selecting the asset in the skeleton blueprint and clicking apply to asset
@@MadPonyInteractive I imported the mesh with a new name but am having trouble finding how to copy the new physics to my original mesh. I will try to figure this out
I like your explanation!
And how about long hair? I need tutorial
Thank you. Yeah I might do one in the future but am not familiar with hair systems yet.
Only works on hit play doesn’t work in sequencer
Nice! Do you think it is possible to have cloth physics + modular components (cloth)?
Where can I get this character model?
Also want the pig mask you?
Where can we get this cloth sample project?
If you mean the first character in the video, you can find it in the UE4 Content examples in the Epic Unreal Learn tab
@@MadPonyInteractive I mean the example scene with cloth setups..is it available on the marketplace?
@@janjezz Not in the market place but in the content examples that can be found in the "Learn" tab next to the "Marketplace" tab in your epic games desktop app
@@MadPonyInteractive I can't seem to find it there..maybe it was removed or something...
can i do this to hair?
can this run on unreal engine 4.15??
Wow great stuff, so I'm assuming that for some cloth simulation it would be ok to use this but for other's like robes you would want to bake the animations using programs like Marvelous Designer? I'm assuming that baked animations is probably going to be more performance friendly but I'll ask anyway, is it? Lol
Its more about the quality of the cloth animation. For small things like capes, small accessories, etc, this is ok but for full dresses, robes, more complex stuff you usually get better results with MD.
So yes and yes baked doesn't need in game real time physics computation.
@@MadPonyInteractive Alright thanks for the info.
👍
My character doesn't have the materials separated. Is there a workaround here?
There might be but I am not aware of it.
@@MadPonyInteractive Alright I found a workaround. I just made bones for the cloth and used Anim Dynamics, Trail Controllers and Spring Controllers
Feom where this character saw elseweher but not find where can buy and so.? The Pig mask
Hi. i'm working on a character and i've almost finished modelling him. In a couple of days I will be working on animation, but because he also has a long coat, i'm hoping to be able to add dynamic cloth to him the same as this video. Could I email you for advice. Ill also send you a render so you can see what it is i'm working on.
In my experience, making cloth work is a process of trial and error. You will probably need to remesh several times until you got it right. Also be patient when changing the cloth settings in unreal. At the moment I wouldn't be much help as I haven't touched unreal for a while. Wish you all the best
@@MadPonyInteractive Okay thanks for the reply.
WOWWWW but I want to sequence it is not working!! plzzzzz
I have no idea how "create a project" - I press that button, it saves project in some destination and what should I do after? It doesn't starts automatically
oh, nevermind, I found out. But could be better to show how to do it for newbies
@@MaruskaStarshaya If you cant even create a project why bother watching this ? you cant even get through the basics of basics . And you blame him for not showing you . Damnn people can be so selfish at times . Look at the title , its not a "BEGINNER TUTORIAL TO UNREAL ENGINE 4"
Hello! Very helpful tutorial, I appreciate it a lot.
Where can I get these content with EU examples? I saw it a lot in UnrealLive Training but still have no idea where I can download it
He showed you in the first 30 seconds of the video lol
So who is Govinda? 😅
He sounds Portuguese from the accent :))
Yes I am :)
@@MadPonyInteractive takes one to know one ahaha. Boa, estou a gostar dos videos! Aprendi bastante.
Dude are you using 2 mics to record audio? It's so trippy listening to this cuz it feels like the sound is coming from a different direction every milisecond
just one, maybe I overcompressed it
bro capsule is not workind to simulation a clouth
请问如何获得这个演示的内容,好像没有找到
PES 2022 Gonna kill fifa with UE 5
COPY AND PASTE DOESNT WORK VIDEO IS OUTDATED.
Yes This was 4.23, unfortunately in new versions you will have to copy the individual params
the only thing is fuked up is, you have to set Value to 0 to erase some painted section instead of simple erase button or item...it cost me one whle day to figured out this...really ? and they make UE 5 lol