This is soooo helpful!!! Thank you very much! I'm also waiting impatiently for the more complicated setup tutorial (clothes with layers like layered skirts 🙏) 😉😉😉
Every time I do this I end up getting a see through cloth, like only the back side of the clothing shows through to the front. I've tried setting the FBX in static mesh import as the FBX created from importing the USD, and I've also manually exported a clean FBX into blender, made sure it looked correct, and then imported into unreal from there. Still the cloth is giving a weird projection look. Have you ever run into this?
My character cloth have some holes if character move too. I need use this to fix? I dont understand, my part of clothes - its transparent stockings, if this delete part of mesh its mean its not worked with transparent clothes?
Can this be used to create wind simulations on cloth? I’m having trouble figuring out how to do this in Unreal. Although, I do see people simulating wind in MD. Is that the best way to do this? I’m trying to accomplish something like a reporter in stormy winds.
Awesome Tutorial ,🥳 so glad I found this. Any idea why UE takes minutes [3-5] 'Evaluating nodes...' every time I load the ClothAsset and/or make changes to it? Assume the number of clothing meshes playes a role as well?
You need to layer that in MD then there is a node for layers. Or you can do as the captain Roux example where the shirt is rigged normally and not simulated.
Amazing, thank you for the tutorials. It's really fun to play around with new cloth directly in UE. I was wondering maybe you know why my shirt curls up when I'm using this node set-up in U5.5.1? If I run it through Remesh->SimulationSolverConfig LOD1 then it works great, but If I plug in though LOD0 one it messes it up. Once again thank for your tutorials, it saves me countless hours of searching!
Create a box mesh for skeletal mesh's "root" bone, Widen it, Then Cloth will collide with ground, For a complex environment colliding for cloth's physics's asset, Create unused bones' capsules and put around cloth in physics aset editor then you may do it in a fake way, Colliding with environment impossible in unreal engine in itself, I'm not sure of Unity has this, I think they have...
May I ask, have you noticed a difference in the cloth simulation when you migrate the 5.4 cloth into 5.5.1? If so, did you make any adjustments in 5.5.1? 5.5.1 removed and renamed several nodes in Chaos cloth. Also looking forward to a way of doing cloth without Marvelous Designer.
Have you tried this with custom Metahuman bodies yet? So I played around a bit and used my custom body, rigged some cargo trousers in Maya, merged with the combined mesh then bought from Maya to UE so I could get the collisions easily with the trousers. Bang! crashes every time I try to transfer the skin weights - I think I took it too far...
Turned out my problem wasn't with the mesh. It was the clothes. Any overlapping in material, even stitching, causes it to crash. So essentially it's only good for simple garments which is in the documentation but I didn't realise, practically how much that limits you. On that basis I gave up with this.
@@realnickg thank you for the information. Have you found a new way to do cloth sim? I have been using Kawaii Physics but it leaves so much to be desired.
Thank you for the tutorial! Do you have any idea about how to make a character with morphs (character creation, height, lean, chubby, breasts....) update it's collision at the same time players tinker with the morphs?
This looks cool! How is performance in-game? An alternative is to simply hide the clipping part of the body. There is no clipping if there is only one mesh!
Hello brother..I’m still having this LOD switching problem despite removing lod 1 and 2 pins.. and this thing only happens in the unreal engine main viewport when I’m moving my camera around
Thank you so much! Will this still work on my custom character (already has cloth on) and I usually only assign material and then do the cloth simulation as I used to do in 5.3?
I was trying to use this chaos cloth in my project and it sucks.....I was so frustrated and give up on this chaos cloth. These epic guys just through new things and features without any proper guidance.
I hate this metahuman thing, i need a fucking tutorial about somehting FUCKING GENUINE, i do this mesh on zbrush to blender and cost me months to learn how to put all in unreal to now dont have options cause ebrybody wants a metahuman maded but thanks for the video men
Thanks a lot for this tuto, i was very discouraged a few month ago about MD and Chaos Clothes and now, you gave me hope!! I subscribe for sure!
And when the world needed you the most... you appeared!!
Thank you very much for making this video. I was strugling a lot with this feature a few weeks ago and couldn't find a solution for that.
Glad it helped
The BranchCollection is for optimising the calculation and Switching between the skin and the simulation that helps to optimise the real-time process.
Hi, can you make a detailed video about cloth simulation in ue 5.5, with multi layered clothes like a 3piece suit. Thanks
Super glad UA-cam recommended me your channel. Can’t wait for more! Thanks!
Holy shit! I just saw you already have like 36k subs!!
This is soooo helpful!!! Thank you very much! I'm also waiting impatiently for the more complicated setup tutorial (clothes with layers like layered skirts 🙏) 😉😉😉
Its coming ;)
Every time I do this I end up getting a see through cloth, like only the back side of the clothing shows through to the front. I've tried setting the FBX in static mesh import as the FBX created from importing the USD, and I've also manually exported a clean FBX into blender, made sure it looked correct, and then imported into unreal from there. Still the cloth is giving a weird projection look. Have you ever run into this?
My character cloth have some holes if character move too. I need use this to fix?
I dont understand, my part of clothes - its transparent stockings, if this delete part of mesh its mean its not worked with transparent clothes?
Exactly when I needed it! Thank you 🙏
THANK YOU SO MUCH 🥰🥰🥰
I followed every step to the letter, but when I simulate my simulation keeps using the pill skeletalmesh coliders instead of the static mesh.
Is it possible to delete the body underneath the clothes, so it cant be penetrate to the cloth?
yes. please! waiting impatiently
Best explanation ,thank you!
Would this work with more complex / exaggerated animations?
Can this be used to create wind simulations on cloth? I’m having trouble figuring out how to do this in Unreal. Although, I do see people simulating wind in MD. Is that the best way to do this? I’m trying to accomplish something like a reporter in stormy winds.
Awesome Tutorial ,🥳 so glad I found this. Any idea why UE takes minutes [3-5] 'Evaluating nodes...' every time I load the ClothAsset and/or make changes to it? Assume the number of clothing meshes playes a role as well?
hey great video i was wondering how can i get the pants to collide with the t shirt because the tshirt goes through the pants
You need to layer that in MD then there is a node for layers. Or you can do as the captain Roux example where the shirt is rigged normally and not simulated.
Amazing, thank you for the tutorials. It's really fun to play around with new cloth directly in UE. I was wondering maybe you know why my shirt curls up when I'm using this node set-up in U5.5.1? If I run it through Remesh->SimulationSolverConfig LOD1 then it works great, but If I plug in though LOD0 one it messes it up.
Once again thank for your tutorials, it saves me countless hours of searching!
Thank You! They need to simplify this!!
It's a very technical process so I am not sure that can be, I tried my best to make it easy :)
And when is the neck?
Hi, do you know how to make cloth asset collide with the environment (like chair)?
I would use chaos cloth the old fashion way for that.
@@MR3DDev Excuse me, is there a plan to release a tutorial? look forward to!
Create a box mesh for skeletal mesh's "root" bone, Widen it, Then Cloth will collide with ground, For a complex environment colliding for cloth's physics's asset, Create unused bones' capsules and put around cloth in physics aset editor then you may do it in a fake way, Colliding with environment impossible in unreal engine in itself, I'm not sure of Unity has this, I think they have...
cant find the m_tal_collider
May I ask, have you noticed a difference in the cloth simulation when you migrate the 5.4 cloth into 5.5.1? If so, did you make any adjustments in 5.5.1? 5.5.1 removed and renamed several nodes in Chaos cloth. Also looking forward to a way of doing cloth without Marvelous Designer.
Have you tried this with custom Metahuman bodies yet? So I played around a bit and used my custom body, rigged some cargo trousers in Maya, merged with the combined mesh then bought from Maya to UE so I could get the collisions easily with the trousers. Bang! crashes every time I try to transfer the skin weights - I think I took it too far...
Not yet but there will be a video on custom bodies with clothes soon
This is my exact problem now.
Yeah I'm getting the same crash with my custom human body mesh
Turned out my problem wasn't with the mesh. It was the clothes. Any overlapping in material, even stitching, causes it to crash. So essentially it's only good for simple garments which is in the documentation but I didn't realise, practically how much that limits you. On that basis I gave up with this.
@@realnickg thank you for the information. Have you found a new way to do cloth sim? I have been using Kawaii Physics but it leaves so much to be desired.
Thank you for the tutorial!
Do you have any idea about how to make a character with morphs (character creation, height, lean, chubby, breasts....) update it's collision at the same time players tinker with the morphs?
Thank you sooooooo much!!!!!!
I assume to texture the clothes for chaos, I have to export a fbx to Substance Painter,
Texture works the same as on any asset
Thanks for this awesome video -- will this work in sequencer?
This looks cool! How is performance in-game?
An alternative is to simply hide the clipping part of the body. There is no clipping if there is only one mesh!
This is beta right now I would not use it for games
Hello brother..I’m still having this LOD switching problem despite removing lod 1 and 2 pins.. and this thing only happens in the unreal engine main viewport when I’m moving my camera around
Interesting as soon as I removed the pins issue went away, I’ll have to test some more
@@MR3DDev I’m starting to feel like maybe it’s a bug or something cus I have forced it on LOD 0 everywhere possible yet it continues to switch
@@favourfavour7118 its possible
@@MR3DDev turns out it comes out fine during final renders(definitely a bug)
Great job 😛
thank you :P
Excellent one.
Could you please do a t-shirt with jacket on top please?
Thank you so much! Will this still work on my custom character (already has cloth on) and I usually only assign material and then do the cloth simulation as I used to do in 5.3?
It should
10:23 unreal crashed at this point this is a mess, i think i gonna use blender for clothes something says me that its enogh with blender :(
This video shows how to make part of a character mesh a collider
What are you gonna do with that info? Lol
@@MrDJsArcade My comments are as written, but what do you want to do?
I was trying to use this chaos cloth in my project and it sucks.....I was so frustrated and give up on this chaos cloth. These epic guys just through new things and features without any proper guidance.
Would love to see it done without Marvelous and USD, like for models made in Blender.
I hate this metahuman thing, i need a fucking tutorial about somehting FUCKING GENUINE, i do this mesh on zbrush to blender and cost me months to learn how to put all in unreal to now dont have options cause ebrybody wants a metahuman maded but thanks for the video men
Your presentation style is perfect. Don't adjust to whims, we're not here for the show.