Unreal Engine 5.3 - Chaos Cloth Simulation Workflow #unrealengine #tutorial @hoodiestudios

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B your boy a to the K to the K Alexander King Kwame welcome to Hoodie Studios and if you want to do this you want to give your BP mannequin a clo to work and is actually simulating in a real engine in real time check this check this let me let me do it come on then you got to stick with me till the end of the tutorial I'm going to show you how to do the chaos cloth for your game characters all right before we start we need a cloth asset and to get a cloth asset you can just choose any software you are comfortable with Marvelous Designer or clo 3D or style 3D or you can even model in zbrush how you want it but we are going to use Marvelous Designer and this is not going to be a tutorial where I will go all about creating um cloth assets so from scratch so I have the cloth in here already and this cloth will be in the patreon you can download this cloth in the patreon so and this is um the BP um the mannequin in onreal engine so this is how this is the workflow so we first need two assets of this Same Cloth so I will recommend that before you start after you are done with your cloth you have to um go to the UVS and make sure you have your UVS all set up okay so when you have your UVS then [Music] um then we will have to select for uh the first one we need a render and we need a static mesh so for a render mesh we need everything to be in here including the internal lines so you can see these are internal lines yeah so for the random mesh we need those internal lines and I will select all of them and I'll go to file and I'll say um export and I'll say fbx now I already have it but I I want to show show you something before I move on so this is the random MH so let me say I will click on the random MH again and you know what I will just say um rendom mesh one I'll just say save but I will not actually import it I just want to show you something so here um we need to pay attention here for the select an avatar I will just deselect select it and for the rendom mesh we need to go for thick okay so go for take and your diffuse map your normal map and um yeah you just click okay all right so I will cancel it now after we have the rendom mesh we have to get a static mesh now for this static mesh you will have to eliminate every um oh you have to eliminate every internal every internal line here so we will have to delete it and make sure you check if you have internal lines in in any of your clothes any part of your cloth so I will select all of them again and I will go to file export fbx and you see I have um simulation mesh so I'll just name this um one I just click save so for the simulation mesh we just need to um Des select the um select an avatar and everything is all okay so unified UV cordate diffuse map normal map and you just click okay to exported so before we jump into unreal I just want to let you know something for the simulation mesh and for the rendom mesh you will have to control your particle distance so for my simulation mesh the um the particle distance was around 18 and for the romage the particle distance was around 12 so there's there are differences here okay so let's just jump into Unreal Engine okay so in unreal we will drop our render mesh and our simulation mesh so you just see I have a render folder and I have a simulation folder so when I dive in this is the render mesh so you just drag and drop it into your folder and we have this simulation mesh in here now you have to go to add to and go to um add feat sharting content pack to um add the third person so you will get your manquin and also you'll have to go to the plugins and you search for cloth and you'll have to choose the um chaos cloth asset and the chaos cloth asset editor you have to after that you have to restart your Unreal Engine so let's get to the best part so I will create a new folder and I will call it chaos um and I will just right click and I will go to um physics and I'll say cloth asset so I'll just leave it like that and I'll try and save and I'll will double click and you will have this right here and I will say create new data flow so I'll click that and I'll save so we will have this panel here um so each time you want to open the panel let me close it and show you you will have to double click and you will have the panel in here right so we we about to play with the graph in here it's nothing crazy it's just some um four or five or six um notes that we are going to just place in there okay so we are going to need our first two notes which will be um the um static static mesh import so I'll will drop two of them um static mesh import okay so this one will be um the simulation mesh so I will disable this I will disable the import render mesh so I'm going in for the simulation mesh and um um I will have yeah this is the simulation mesh I will click on it and I'll bring it in here so this is the simulation mesh and this is the random mesh so I will actually disable this simulation mesh here and I will go in for the render mesh Okay so we will have to merge those two notes so I will bring in a merge cloth collection uh yeah and I'll right click and I'll say add option pin so this one will go in here and this one will go in here okay so all of a sudden we have have our UVS in here okay so let me save and let's move on so after this we will need a transfer skin weight so um yeah transfer skin weight okay and at the end of your graph you will have to go in for the cloth asset terminal that that should be your last um Noe on the graph yeah this got to be your last node on the graph so I will drag it in here okay so the skin we have have um skeletal mesh on the transfer skin weight our skeletal mesh now our skeletal mesh is um skm Queen you remember this is him this is um what we use for our cloth in Unreal Engine I'm sorry in Marvelous Designer so that's what we are looking for and I'll go for skm Quin and all of a sudden we have it here and I will leave everything here as default I will not change anything so we will need to add another node yeah we will need to add simulation default configuration and that will go in into here so actually this node is going to be the node where you will have to control your simulation your density so when you hover around you're going to see um lights let that cotton silk um the density that you are going to use for it okay so we will need some weight painting so I will select this node um I will drag this out and I'll say add um weight map so literally this weight map will actually connect to this node here and when we click on it uh let me show we actually have our um 3D cloth here okay so we will have to paint on our cloth so I will paint um every I'll paint on it white so just like that okay so after painting white on it what I need is I need to um let me go to the 3D so you can see what I mean I need to get a place where I will stick my cloth on our mannequin so I actually want it around um this part just this small part here and I can I can actually go to um so it it got to be black that part got to be black and around the neck got to be black so I will go back to the 2D and I will zoom in here and um I will reduce our brush size um something like this and for the attribute values I'll set it to zero so I will actually paint the side yeah and I will paint this side too okay and I will paint uh this side and this so let me get into the 3D so you see what I actually did okay so you can see yeah just like that okay so um I will actually try and um change the value to one and um I'll try and paint right here so so here and I'll just say accept all right so we just need some field notes um to make things running so we will need um Collision we need some Collision so I will drop this one and I'll say simulation um yeah simulation Collision configuration so we have this in here and I will leave um everything to the default okay and um I will drop another node I will drop a set and physic physics asset so we will need um a physics asset in here and I'm going to choose this PA mannequin so all we have to do is connect the last node into our our um cloth asset terminal so literally this this is all the notes let me count them 1 2 3 4 5 6 7 8 n okay actually nine notes okay so how do we know things are working so you have to you have to be at the preview um not at the details cuz actually when you start you will be at the details at the details panel okay so you will have to be at the preview so at the preview your skeletal mesh asset will be your um SK mannequin so drop that in and your animation asset you can just choose any um actually let me try and okay we are actually simulating okay let me see um yeah so to make sure everything is cool for us I can just go for animation asset and I will just go in for an animation okay yeah not bad all right so yeah and you can actually go to um the simulation configuration and you can come down to um let me check iteration count and I would draw I would say maybe four and for the subdivision count I would do maybe um three uh okay so let me just play it and see uh not much going on and I will um make this a cutton a cutton preset and the cutton is 0.2 so 0.2 okay um yeah working cool and since we are done um I will save and I'll go back to our cloth and I will click on our um BP mannequin and I will say add and I'll say cloth so chos cloth component and we will go in for the cloth asset yeah 006 okay here we have it and you can actually go here and you can say you use animation asset and um use animation asset and you can place in an animation and it will be playing right in here so actually what I want to do is to play this guy around and I can just hit play and you can see um I is I'm here is our guy yeah our other twin but we actually want this guy who is running around to have the cloth okay so what we are going to do is um you will have to go to your third person under blueprint and you will double click and you go to viewport and under the mesh you will have to add and you say clo which will give you the chaos cloth component and um under the cloth asset you just select this and it fits properly so you have no problem I'll just say compile I'll just save and um let's play whoa so there we have it how amazing is this this is amazing man this is crazy okay okay okay don't forget to subscribe don't forget to like don't forget to share and don't forget to comment stay peace stay blessed I love you take care
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Channel: Hoodie Studios
Views: 17,612
Rating: undefined out of 5
Keywords: unreal, engine, unreal engine, cgi, vfx, cloth simulation, cloth, simulation, groom asset, hair asset, hair, groom binding, bind, binding asset, interaction, solver, 3d, 3d art, animation, cinematic, sequencer, unreal engine 5, art, digital art, blueprints, coding, mesh, 3d mesh, game engine, realtime, real time, motion graphics, tutorial, school of motion, mograph, ue5, unreal engine 5 beginner tutorial, unreal engine substrate, unreal engine 5.3, unreal engine 5 tutorial, unreal engine tutorial
Id: NcyE7bhpEDI
Channel Id: undefined
Length: 20min 47sec (1247 seconds)
Published: Wed Nov 01 2023
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