Easy Clothing with AI for Any Character — Best Workflow — Transcript
Full transcript
- 0:00This entire character's outfit
- 0:01was made with AI.
- 0:03It is game ready
- 0:04and moves with clothing
- 0:06physics.
- 0:07And I did not
- 0:07use any specific software
- 0:09like Marvelous Designer.
- 0:11It is all possible
- 0:12to new AI workflow
- 0:13and amazing updates in
- 0:15Unreal Engine 5 .8.
- 0:17And of course, I'm
- 0:18gonna show you the
- 0:18whole workflow for clothing.
- 0:20How to get right
- 0:21reference image for generation.
- 0:23How to quickly prepare
- 0:24it and optimize.
- 0:25Gonna show you new
- 0:26cheat codes for rigging
- 0:27is we now can
- 0:28do that right in
- 0:29Unreal Engine.
- 0:30New chaos clothing is
- 0:32something amazing and very
- 0:33easy to start with.
- 0:34And I not show
- 0:35you just one approach
- 0:36but three.
- 0:37How to bring your
- 0:38clothing with new character.
- 0:39How to add starting
- 0:40clothing to existing character.
- 0:42And clothing with physics
- 0:44to unexisting character.
- 0:46I'm super excited.
- 0:47Hit that like button
- 0:48to support my channel.
- 0:49And let's get started.
- 0:50And of course we're
- 0:51gonna need to start
- 0:52with the reference.
- 0:53And here's one live
- 0:54hack that will save
- 0:55you a lot of
- 0:55time.
- 0:56Will you basically need
- 0:57an accurate screenshot
- 0:58or render of your
- 1:00character that you're gonna
- 1:01make clothing for?
- 1:03For sake of this
- 1:04video, let's keep things
- 1:05simple.
- 1:06And I'm gonna take
- 1:06Queenie mannequin from Unreal
- 1:08Engine.
- 1:09So here she is
- 1:10and we're gonna use
- 1:11her as an input
- 1:12and wear the garments
- 1:14on top of her.
- 1:15Again, you can do
- 1:16a full costume.
- 1:17That will help a
- 1:18lot with the proportion,
- 1:19pose and many things
- 1:20really.
- 1:21Or you can do
- 1:21just one part.
- 1:23That doesn't matter.
- 1:23I'm gonna show you
- 1:24different approaches.
- 1:25How we can solve
- 1:26that.
- 1:26To make it fun,
- 1:27I decided to go
- 1:28with this patchwork costume
- 1:30character.
- 1:30There will be plenty
- 1:31of things to animate
- 1:32with clothing physics later.
- 1:34And that's exactly what
- 1:35we're doing here today.
- 1:36Now, since I decided
- 1:37to go with the
- 1:38costume,
- 1:38we're gonna still need
- 1:39to extract parts.
- 1:41Generating all these parts
- 1:42such as head, boots,
- 1:45cloak, dress,
- 1:46all at once, that's
- 1:47not going to end
- 1:48well.
- 1:48So we're gonna quickly
- 1:49extract parts with this
- 1:50amazing
- 1:51props extraction node.
- 1:52For this video, same
- 1:53as before, I'm gonna
- 1:54use the DG Studio,
- 1:56which just released and
- 1:57got really appreciated by
- 1:58a community and my
- 1:59team.
- 2:00And they give crazy
- 2:01amount of free credits
- 2:02to start with.
- 2:03However, you can also
- 2:04repeat everything for free
- 2:06with just different set
- 2:07of tools.
- 2:08And for that, I
- 2:09do have a separate
- 2:09video where I explain
- 2:10best free 3D AI
- 2:12tools and you can
- 2:13definitely get
- 2:13same results maybe a
- 2:15little bit longer.
- 2:16And as you can
- 2:16see, I extracted all
- 2:17parts in just one
- 2:18go.
- 2:19I'm also gonna need
- 2:19body and I'm gonna
- 2:20assemble new
- 2:21character and show you
- 2:22how to re -get
- 2:23if you're creating a
- 2:25new character.
- 2:26But to show you
- 2:27how to put clothing
- 2:28on an existing character,
- 2:29in our case, it
- 2:30will be Queenie in
- 2:31Unreal Engine.
- 2:31We're gonna take dress
- 2:32and split it into
- 2:33two parts.
- 2:34There will be a
- 2:35top part, which is
- 2:36static.
- 2:37And there will be
- 2:37a bottom part that
- 2:39will be actually
- 2:39with clothe physics.
- 2:41And for bottom parts,
- 2:42I'm gonna do two
- 2:43variations
- 2:44because there is a
- 2:45two ways how we
- 2:46can process that.
- 2:47You're gonna see later.
- 2:48When we are happy
- 2:49with image references,
- 2:50we can actually generate
- 2:523D.
- 2:52And here's the thing.
- 2:53I'm really in love
- 2:54with Triple P1
- 2:56that can do smart
- 2:57low poly.
- 2:58The mesh is really
- 2:59logical.
- 3:00And again, depending on
- 3:01the quality that you're
- 3:02trying to achieve,
- 3:03you can actually start
- 3:04with low poly right
- 3:05away
- 3:05and add details on
- 3:07top later with texturing,
- 3:09etc.
- 3:09More professional approach, my
- 3:11involved high poly, low
- 3:13poly,
- 3:13then baking and all
- 3:15that related stuff
- 3:16that will give you
- 3:16crazy good quality.
- 3:18If you're a professional,
- 3:19I just made a
- 3:20video
- 3:20how professional workflow is
- 3:22changed with AI
- 3:23and how you can
- 3:24actually benefit from that.
- 3:26The link will be
- 3:26somewhere here.
- 3:27Now I'm gonna download
- 3:28all these 3D generated
- 3:29models,
- 3:30bring it to Blender.
- 3:31And if you want
- 3:32to explore this workflow
- 3:33that I made for
- 3:34this video,
- 3:35the link will be
- 3:36in the pinned comment.
- 3:37I will of course
- 3:37share it in the
- 3:38description.
- 3:39Okay, now in Blender,
- 3:40first thing we're gonna
- 3:41do is
- 3:42that we're gonna import
- 3:43the Queenie
- 3:45that we can get
- 3:46from Unreal Engine.
- 3:47But that's very easy
- 3:48to do.
- 3:48Just go to Unreal
- 3:49Engine, asset, expert, here
- 3:51we go.
- 3:52And now we can
- 3:53remove the armature
- 3:54and all that stuff.
- 3:55We're not going to
- 3:56transfer any weights here.
- 3:57The only thing that
- 3:58we really need is
- 3:59a Soys and Shape
- 4:00reference.
- 4:01And I think you
- 4:02already guessed what's the
- 4:03next thing.
- 4:04Yes, we're gonna align
- 4:05all the garments
- 4:06according to our Queenie
- 4:08body.
- 4:08Now, if you're only
- 4:09doing clothing,
- 4:10you only do that
- 4:11for the clothing.
- 4:12I also want to
- 4:13show you this nice
- 4:13character,
- 4:14so I'm also gonna
- 4:15align body and the
- 4:16head.
- 4:17However, for the character,
- 4:18the pipeline will be
- 4:19a little bit different.
- 4:20That's why I'm gonna
- 4:21show you all these
- 4:22different roads
- 4:22that you might need
- 4:23in your work.
- 4:25Speaking of Blender part,
- 4:26it might sounds difficult
- 4:28that you're gonna need
- 4:28to adjust and work
- 4:29with the mesh.
- 4:30But in reality, it
- 4:31is ridiculously simple.
- 4:33I do have a
- 4:34few videos in my
- 4:35channel
- 4:35explaining this process in
- 4:37more details.
- 4:38Long story short, there's
- 4:39a bunch of tools
- 4:39that you're gonna need
- 4:40to get anything done
- 4:42with AI -generated mesh.
- 4:44You already have the
- 4:45mesh.
- 4:45You just need to
- 4:46align shape there and
- 4:47there,
- 4:48make sure it fits
- 4:49your character and so
- 4:50on.
- 4:50I like to do
- 4:51that in sculpting mode,
- 4:52there are a few
- 4:52brushes, such as elastic
- 4:54grab,
- 4:54and you can easily
- 4:55adjust the shape.
- 4:56With low polymeshes, you
- 4:57can also do that
- 4:58in edit mode,
- 5:00simply selecting some vertexes,
- 5:01scale them, move them
- 5:02around,
- 5:03rotate sometimes,
- 5:04and that's it.
- 5:05That is holding magic.
- 5:06Trust me, I do
- 5:07have free videos how
- 5:08to start with Blender
- 5:10and I give you
- 5:10exact knowledge
- 5:11that you're gonna need
- 5:12working with AI -generated
- 5:14meshes.
- 5:14However, if you're solo
- 5:16game developer
- 5:17or really want to
- 5:18start with 3D,
- 5:19but not sure what's
- 5:20happening with all this
- 5:21AI thing,
- 5:22I have great news
- 5:23since I just launched
- 5:24my first 3D AI
- 5:25course
- 5:26where I cover all
- 5:27the basics for the
- 5:28beginners
- 5:28and most importantly,
- 5:30I teach you how
- 5:31to use best AI
- 5:32tools
- 5:32to get results fast.
- 5:34So you can create
- 5:35your first game -ready
- 5:36character
- 5:36in just one week.
- 5:38We already have plenty
- 5:39of happy students.
- 5:40You can ask about
- 5:41it in the discord,
- 5:42all links in the
- 5:43description.
- 5:43Okay, I almost done
- 5:45with my character.
- 5:46Now I'm gonna need
- 5:47additional skirt
- 5:48just to show you
- 5:49one more approach.
- 5:50It was generated the
- 5:51same way and fit
- 5:52my new character.
- 5:54And now we're ready
- 5:55to start with that
- 5:56rigging,
- 5:57loading part.
- 5:58Let's begin with the
- 5:59approach
- 5:59where we have a
- 6:00new character.
- 6:02Now at this stage
- 6:02there's one important recommendation.
- 6:04So for that sake,
- 6:05I'm gonna separate skirts
- 6:06because I'm gonna show
- 6:07different approaches
- 6:08and I'm gonna rig
- 6:10the character all together.
- 6:11So I'm gonna export
- 6:12three files.
- 6:14The character with the
- 6:14buddy no skirt
- 6:15and two skirts separately.
- 6:18Now if you do
- 6:18have a new character,
- 6:19such as myself,
- 6:21I recommend to do
- 6:21it in a correct.
- 6:22You simply import that
- 6:23FBX that we export
- 6:25it
- 6:25to a correct and
- 6:26the process here is
- 6:27quite simple.
- 6:28It will suggest to
- 6:29place the markers for
- 6:30the body
- 6:30and for the fingers
- 6:32if you do have.
- 6:33For the fingers,
- 6:34it's also gonna ask
- 6:35like how many fingers
- 6:36you have.
- 6:36And this process can
- 6:37take just five minutes
- 6:39if you know what
- 6:40to do.
- 6:40If you're gonna feel
- 6:41stuck on this stage,
- 6:42don't worry, I do
- 6:43have dedicated video explaining
- 6:45this aqrig step in
- 6:47more details
- 6:47and helping you to
- 6:49address some issues
- 6:50afterwards in blender.
- 6:52Now one of the
- 6:53biggest reason I like
- 6:54aqrig
- 6:55because we can export
- 6:56it directly
- 6:57to the Unreal Engine
- 6:58skeleton.
- 6:59And by the way,
- 6:59I sometimes use Unreal
- 7:00Engine 4 skeleton
- 7:02because that is actually
- 7:03easier to retarget it.
- 7:04Now let's move to
- 7:05Unreal Engine.
- 7:06I'm gonna use of
- 7:07course version 5 .8
- 7:09and there's an amazing
- 7:10sample project
- 7:11called Game Animation Sample
- 7:14which I'm gonna use
- 7:14to show you how
- 7:15this character runs.
- 7:17And if you ever
- 7:18wondered,
- 7:18I also use this
- 7:19project in some of
- 7:20my previous videos.
- 7:21It's quite useful.
- 7:22Now here, there are
- 7:23a bunch of characters
- 7:24available
- 7:24such as Quini that
- 7:26I use for cloting
- 7:27reference.
- 7:27And of course we're
- 7:28gonna need to make
- 7:29sure
- 7:29some chaos cloting plugins
- 7:31are enabled.
- 7:32So you can go
- 7:33to plugins and search
- 7:35for chaos cloting
- 7:36and make sure all
- 7:37these plugins that I
- 7:38show
- 7:38are enabled.
- 7:40We do not need
- 7:40the deprecated or asset
- 7:42USD plugin.
- 7:44That's not really needed.
- 7:45But all the rest
- 7:46with this YTShort,
- 7:48we're gonna need them.
- 7:49Make sure to check
- 7:49them and restore the
- 7:51Unreal Engine.
- 7:52So let's start with
- 7:53importing our character
- 7:54that we just rigged
- 7:55in aqrig.
- 7:56I'm gonna create new
- 7:57folder
- 7:58and simply drag and
- 7:59drop that FBX here.
- 8:01If you did everything
- 8:02right, pack the textures,
- 8:03you're gonna get everything
- 8:05here very easily.
- 8:06When everything is loaded,
- 8:07you can drag and
- 8:08drop it in the
- 8:09scene.
- 8:09But of course it
- 8:10will not be animated.
- 8:12So how do we
- 8:12actually play it
- 8:13and do that physics
- 8:14style?
- 8:15So the trick is
- 8:15to retarget the animation.
- 8:17For that, we're gonna
- 8:18need to find
- 8:19ABP sandbox character,
- 8:21right click and find
- 8:22retarget animations.
- 8:23Here, we're gonna select
- 8:24our character
- 8:25and simply say expert
- 8:26retarget assets.
- 8:28For that, we're gonna
- 8:28need a folder
- 8:29because there will be
- 8:31all animations
- 8:32exported.
- 8:34Next, we're gonna need
- 8:34to go into that
- 8:35folder
- 8:36where we expert all
- 8:37that content
- 8:37and find file called
- 8:39RTG out of generated.
- 8:41And we're gonna rename
- 8:41it into RTG buggy.
- 8:44That is the code
- 8:44name for my character.
- 8:45Now, here's few more
- 8:46things we're gonna need
- 8:47to do.
- 8:47We're gonna need to
- 8:48go to blueprints,
- 8:49retargeted characters,
- 8:50find ABP generic retarget
- 8:53animation blueprints.
- 8:54Here, we're gonna need
- 8:55to extend this window
- 8:56and find iCare retargeter
- 8:58map
- 8:58and in this small
- 8:59menu, add new elements.
- 9:01Now, here, we're gonna
- 9:03call it RTG buggy
- 9:04and actually select our
- 9:06RTG buggy.
- 9:07And we're gonna need
- 9:08to press compile
- 9:08and we can close
- 9:09this window.
- 9:10With that part done,
- 9:12we're gonna copy any
- 9:13character that is close
- 9:14to our
- 9:14and I'm gonna call
- 9:16it character buggy.
- 9:17Now, we're gonna go
- 9:18inside that blueprints
- 9:19and pretty much what
- 9:20I need to do
- 9:21is to just replace
- 9:22the skeletal mesh
- 9:23and everything is mostly
- 9:25the same
- 9:26except that we're also
- 9:27gonna want to find
- 9:28a tag
- 9:29and tag should be
- 9:30RTG buggy.
- 9:31It's only needed for
- 9:32some internal logic
- 9:33of this project.
- 9:34Since some of you
- 9:35guys ask
- 9:36I want to explain
- 9:37this part as well.
- 9:38And at this stage,
- 9:39we already have the
- 9:39character
- 9:40and animation is done,
- 9:41but to able to
- 9:42use this project,
- 9:42we're gonna go to
- 9:43widgets
- 9:44point game animation widget
- 9:46and here, we're gonna
- 9:47need to make this
- 9:47button
- 9:48to work with our
- 9:49character.
- 9:49So, I'm gonna replace
- 9:50it with RTG buggy
- 9:52and compile the menu.
- 9:53Now, we can go
- 9:54into the game,
- 9:55go on this button
- 9:56and select our character.
- 9:58And we can already
- 9:59have our character running
- 10:00rounds
- 10:00but of course,
- 10:01this cape is not
- 10:02configured
- 10:02because we did not
- 10:03anything to clothing.
- 10:05So, let's do the
- 10:05clothing.
- 10:06I'm gonna start with
- 10:07green skirt
- 10:08that fits my character.
- 10:09So, we're gonna create
- 10:10a folder
- 10:10and I'm gonna import
- 10:12that FBX
- 10:13that we experience right
- 10:14away from Blender
- 10:15without any weights or
- 10:17rigging.
- 10:17First step here is
- 10:18to create a clothe
- 10:19asset.
- 10:20Right click
- 10:21and we're gonna find
- 10:22it like this,
- 10:23clothe assets.
- 10:24Okay, I'm gonna give
- 10:25it a proper name
- 10:25and I recommend to
- 10:26start with the preset
- 10:27such as static mesh
- 10:29clothe.
- 10:29And do not skip
- 10:30that part,
- 10:31start with the presets.
- 10:32Now, we can go
- 10:33inside this
- 10:34and here in our
- 10:35religion 58
- 10:36we're gonna see new
- 10:37chaos clothing interface
- 10:39and there's quite a
- 10:40lot of things
- 10:40that I want to
- 10:41tell you.
- 10:41First of all, there
- 10:42is two viewports,
- 10:43first one, construction, viewport
- 10:45and simulation viewport
- 10:46and we do have
- 10:47nodes on the bottom
- 10:49but do not be
- 10:50afraid.
- 10:51There are actually extremely
- 10:52useful
- 10:53and much better in
- 10:54my opinion
- 10:54that old tap system.
- 10:56So, if you watch
- 10:57my channel,
- 10:57I already made a
- 10:58video
- 10:58how to do bones
- 10:59physics
- 11:00and clothe physics
- 11:01within all the version
- 11:02of our religion
- 11:03but right now it's
- 11:04much easier
- 11:05and in first place
- 11:06because it can be
- 11:07reused
- 11:07with other assets in
- 11:09very clear way.
- 11:10Okay, so let's click
- 11:11on the static mesh
- 11:12node
- 11:12and select our skirt
- 11:14one.
- 11:15That will be static
- 11:15mesh for simulation
- 11:16and also for render
- 11:18mesh,
- 11:18we're gonna also use
- 11:19the same one
- 11:20because we do have
- 11:21it optimized.
- 11:22Now it's kind of
- 11:23hard to guess what's
- 11:24happening
- 11:24so I recommend to
- 11:25go to preview scene
- 11:26and in skeletal mesh,
- 11:28find skm queen sample
- 11:30which we actually used
- 11:32to build upon
- 11:33or we can bring
- 11:34any other character here.
- 11:36Next up, there's a
- 11:36node called transfer skin
- 11:38weights
- 11:39and it's really amazing.
- 11:40We're gonna select queeny
- 11:41as well here
- 11:42and that's gonna be
- 11:44used
- 11:44to transfer skin weights
- 11:46on that part that
- 11:47will not have any
- 11:48physics
- 11:48then the next node
- 11:50called weight map
- 11:51and this one is
- 11:52about painting weights
- 11:53basically with brush
- 11:55or some other convenient
- 11:56tools
- 11:57you're gonna specify what
- 11:58area should be affected
- 12:00by physics and how
- 12:01strong.
- 12:02Here's one of the
- 12:02approach that I figure
- 12:04out
- 12:04is the fastest.
- 12:05I gonna go to
- 12:06mesh into the vertex
- 12:07mode
- 12:07and just select half
- 12:08and assign weights with
- 12:10ads.
- 12:11So basically I just
- 12:12said that all that
- 12:13part
- 12:13is affected by cloth
- 12:15physics.
- 12:16Then I gonna go
- 12:17to brush and choose
- 12:18relax modes
- 12:19to sort of relax
- 12:21the weights.
- 12:22The idea is extremely
- 12:23simple.
- 12:24I just won't grab
- 12:25the intel influence.
- 12:26Also, there is a
- 12:27mirroring for the brush
- 12:28and overall there is
- 12:29so much more improvements
- 12:30compared to the previous
- 12:31version.
- 12:32I like it much
- 12:33more.
- 12:34When we have it
- 12:34on you can just
- 12:35click the accept
- 12:36and the simulation already
- 12:38runs
- 12:38but you can see
- 12:39it actually goes through
- 12:40the queeny
- 12:41that's why we're gonna
- 12:42go find node
- 12:43set physics asset and
- 12:44set the queeny again.
- 12:46Physics asset is sort
- 12:47of a collider
- 12:48that mesh gonna interact.
- 12:49It can be more
- 12:50optimized mesh or any
- 12:52other meshes.
- 12:53Also, I recommend to
- 12:54go to simulation solver
- 12:55configs
- 12:56and maybe reduce some
- 12:58amount of iterations or
- 12:59add more
- 13:00and one more extremely
- 13:01useful thing
- 13:02is that here now
- 13:03in preview scene
- 13:04we can actually set
- 13:05the animation
- 13:06and play the animation
- 13:07while we're setting up
- 13:08the physics
- 13:09and trust me that
- 13:09is very convenient.
- 13:10I'm not sure if
- 13:11it was possible before
- 13:12but right now it's
- 13:14just easier.
- 13:15And at this stage
- 13:15is basically about tackling
- 13:17some parameters.
- 13:17You can definitely figure
- 13:19it out
- 13:19with chaggy pt or
- 13:20cloth.
- 13:21It will suggest you
- 13:22what node
- 13:22and what parameters to
- 13:24tackle to achieve
- 13:25whatever you need depending
- 13:26on the material
- 13:27of the clothing etc.
- 13:28I also in my
- 13:29previous physics video
- 13:30I showed that there's
- 13:31an amazing demo
- 13:32from Unreal Engine where
- 13:34they show
- 13:34how different simulation settings
- 13:36look like
- 13:37and you basically can
- 13:38go in that demo
- 13:39and see what parameters
- 13:41how they look like
- 13:42in the game etc.
- 13:43It's quite useful especially
- 13:44if you work with
- 13:45this a lot.
- 13:45Now when we are
- 13:46done here's the cool
- 13:47thing
- 13:47we can save that
- 13:49assets
- 13:49and it will save
- 13:50all the nodes
- 13:51that we can reuse
- 13:52with another assets.
- 13:53Now let's try on
- 13:54our skirt on Queenie.
- 13:56So let's go find
- 13:57this Queenie BP.
- 13:58It's already exist in
- 13:59this project
- 14:00and I'm just going
- 14:00to go
- 14:01to add this clothing
- 14:02assets to the blueprints.
- 14:04I'm going to parent
- 14:05it to skeletal mesh
- 14:06this is where it
- 14:07belongs
- 14:07and here we go
- 14:09it works.
- 14:10Don't be distracted with
- 14:11the fact
- 14:11that clothes goes a
- 14:13little bit inside
- 14:13the Queenie that's because
- 14:15I made it for
- 14:16my character
- 14:16and there will be
- 14:17a belt.
- 14:18And now let's bring
- 14:19it to our original
- 14:20character.
- 14:21To do that we're
- 14:22going to take a
- 14:22few simple steps.
- 14:24We're going to duplicate
- 14:24our clothing assets
- 14:26go inside and in
- 14:28transfer skin weights
- 14:29we're going to need
- 14:29to select our buggy
- 14:31character
- 14:31so the weights are
- 14:32transferred to our character
- 14:34now
- 14:34while we can keep
- 14:35all other nodes untouched.
- 14:37That's the beauty of
- 14:38this new approach
- 14:39but what if you
- 14:40do have a clothing
- 14:41assets
- 14:41but you don't really
- 14:42need clothing physics.
- 14:43Also possible, here's the
- 14:45example with the topware.
- 14:46Of course first I
- 14:47aligned it with the
- 14:48Queenie mannequin
- 14:49and expert it as
- 14:50FBX.
- 14:51I'm going to bring
- 14:51it to Unreal Engine
- 14:52create a separate folder
- 14:53and create a Claude
- 14:55assets as well.
- 14:56In the Claude assets
- 14:57we're going to select
- 14:57static mesh,
- 14:59render mesh, Queen mannequin
- 15:00for scene preview
- 15:01and most importantly in
- 15:03transfer skin weights
- 15:04we're going to select
- 15:05the Queenie
- 15:05or the character that
- 15:07you have.
- 15:08And this node will
- 15:08do all the job.
- 15:09You don't really need
- 15:10to go to accurate
- 15:11for this purpose anymore.
- 15:13And basically the only
- 15:14node that we need
- 15:15to take care
- 15:16is transfer skin weights.
- 15:18In this node we
- 15:18set the target character
- 15:19and you can play
- 15:21with the settings
- 15:21and I want to
- 15:22point to transfer methods
- 15:24which has two of
- 15:25them and sometimes the
- 15:26closest point
- 15:27on the surface works
- 15:28better than in paint
- 15:30weights
- 15:30so try both of
- 15:31them depending on the
- 15:32complexity of your garments.
- 15:34And you can see
- 15:34that my clothing is
- 15:36a little bit inside
- 15:37the Queenie
- 15:38and that's easy to
- 15:39fix we're going to
- 15:40need to create
- 15:40node called transform position
- 15:42that we're going to
- 15:43put in the ends
- 15:44of this chain
- 15:45and here we can
- 15:46move the position a
- 15:47little bit.
- 15:48Everything though I saved
- 15:49the assets
- 15:49and put it on
- 15:51the Queenie.
- 15:52So here's how it
- 15:52looks like.
- 15:53Absolutely fantastic.
- 15:55Look it's now possible
- 15:56to do all of
- 15:57it
- 15:57inside the Unreal Engine
- 15:59without even going to
- 16:00accurate.
- 16:01You only really need
- 16:02to do that
- 16:02if you have a
- 16:03complete character.
- 16:04Guys if you still
- 16:05didn't press the like
- 16:06button
- 16:06it's definitely about its
- 16:07time.
- 16:08And now let me
- 16:08also show you how
- 16:09you can do that
- 16:10the old way
- 16:10and let's preview that
- 16:12all together.
- 16:13So we're going to
- 16:13go to our original
- 16:14character
- 16:15find the skeleton mesh
- 16:16and go inside.
- 16:18Here in editing tools
- 16:19we're going to need
- 16:20to select dots parts
- 16:22that we want to
- 16:23turn into the clothing
- 16:24assets
- 16:25but before I was
- 16:26calling clothing data.
- 16:28Right click on the
- 16:28asset
- 16:29creates clothing data, create
- 16:31new.
- 16:32Now we can select
- 16:32it in this list
- 16:33and do set some
- 16:35settings, add some weights
- 16:36pretty much the same
- 16:38thing.
- 16:39But instead of nodes
- 16:40representation in new version
- 16:41you can access it
- 16:43in this tab version.
- 16:45For me since I'm
- 16:46a blender and confiwi
- 16:47user
- 16:48I definitely appreciate no
- 16:49representation
- 16:50and again it's way
- 16:51easier to repeat the
- 16:52process.
- 16:53Right? You can just
- 16:53copy the clothing assets
- 16:55replace the asset itself
- 16:56all the settings for
- 16:58the materials
- 16:58for the characters
- 16:59all the presets are
- 17:01saved.
- 17:02I can imagine you
- 17:02can create
- 17:03clothing asset with material
- 17:04preset
- 17:05for everything that you
- 17:06need in your game
- 17:07and just reuse it
- 17:08like that.
- 17:08Let me know what
- 17:09you think about this
- 17:10approach.
- 17:10If you intend to
- 17:11use all the version
- 17:12of Unreal Engine
- 17:13do not worry.
- 17:14You can watch my
- 17:15previous video
- 17:16where I covered this
- 17:17workflow
- 17:17in more details how
- 17:19to set all that
- 17:19settings
- 17:20but again configuring clothing.
- 17:22It's about tackling a
- 17:23bunch of parameters.
- 17:24I recommend to do
- 17:25that with chat GPT
- 17:26or take a look
- 17:27on Unreal Engine clothing
- 17:29demo
- 17:30where they show some
- 17:31examples
- 17:32what settings they used
- 17:33etc.
- 17:33And you can see
- 17:34well using all the
- 17:35approach
- 17:35I had to save
- 17:36it and go test
- 17:37it inside the game
- 17:38I cannot really nicely
- 17:39run the animation
- 17:40right here to see
- 17:42how this physics actually
- 17:43work.
- 17:43And finally let's enjoy
- 17:45the results.
- 17:53We do have a
- 17:54lot of clothing physics
- 17:55here
- 17:55we have bunny ears
- 17:56we do have coats
- 17:58skirts
- 17:58all of that
- 17:59and look how nicely
- 18:01it works.
- 18:02Look try to do
- 18:03it once
- 18:03and you'll be amazed
- 18:04how easy it is
- 18:05right now.
- 18:06I remember myself five
- 18:08years ago
- 18:08and this bones physics,
- 18:10clothing physics
- 18:10was something that always
- 18:12frightening me
- 18:12like there's a lot
- 18:13of settings you need
- 18:14to know
- 18:15right now you create
- 18:16an asset
- 18:16bring it to Unreal
- 18:17Engine
- 18:17do some simple weight
- 18:19painting
- 18:19right there with very
- 18:21convenient tools
- 18:22ask chat GPT about
- 18:23best settings
- 18:24and notes that you're
- 18:25gonna need to use
- 18:26to achieve some effects
- 18:27and voila I made
- 18:29it
- 18:29and it works as
- 18:30I wanted.
- 18:30That was step don't
- 18:31forget to like and
- 18:32subscribe
- 18:33and I see you
- 18:33in the next video.
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