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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,033 --> 00:00:03,800 Alright... Let's fix the skinning of our clothes now. 2 00:00:04,500 --> 00:00:06,666 I will show you how to adjust the vertex weights, 3 00:00:06,666 --> 00:00:10,033 to mitigate those issues we have seen at the end of the previous video. 4 00:00:11,866 --> 00:00:14,066 First, I want to remove the helmet. 5 00:00:14,066 --> 00:00:18,566 We will import it as a static mesh so it doesn't have to be rigged at all, actually. 6 00:00:19,000 --> 00:00:22,366 Let's separate it and hide it for now. 7 00:00:22,366 --> 00:00:24,566 I will also separate the cape from the clothes. 8 00:00:25,233 --> 00:00:28,366 The cape will need a slightly different treatment as the rest of the clothes. 9 00:00:29,066 --> 00:00:30,633 And it's only getting in the way. 10 00:00:30,633 --> 00:00:33,600 So let's hide it as well. 11 00:00:33,833 --> 00:00:37,100 The first step in adjusting our weights is smoothing 12 00:00:38,766 --> 00:00:39,833 In weight paint mode, 13 00:00:39,833 --> 00:00:42,533 go to "Weights" and choose the "Smooth" function. 14 00:00:43,666 --> 00:00:46,766 In the dialog, you can now change the Subset to "All groups", 15 00:00:47,333 --> 00:00:50,033 and increase the Factor and Iterations values. 16 00:00:51,300 --> 00:00:52,533 The values that work best 17 00:00:52,533 --> 00:00:55,933 totally depend on the topology density of your clothes. 18 00:00:56,200 --> 00:01:00,900 For very dense meshes, you will have to set higher values to get a better smoothing result. 19 00:01:02,633 --> 00:01:06,600 Now let's hide the head as well, since it's not moving with the body skeleton anyway. 20 00:01:08,000 --> 00:01:12,100 The second step is now to identify problematic areas and try to fix them. 21 00:01:13,166 --> 00:01:17,200 Usually problems appear at areas where the weight transfer doesn't work well, 22 00:01:17,200 --> 00:01:19,833 because the clothes do not fit the body form well. 23 00:01:20,666 --> 00:01:23,166 This is typically the armpits or crotch area. 24 00:01:24,400 --> 00:01:26,000 Select the body rig, 25 00:01:26,000 --> 00:01:29,566 go to Pose mode and move the arms into a rather extreme position. 26 00:01:30,866 --> 00:01:35,200 I then mainly use the "Average" brush and set the strength to a lower value, 27 00:01:35,200 --> 00:01:36,833 so I have more control in painting. 28 00:01:38,466 --> 00:01:40,866 Now we can go through the vertex groups and check 29 00:01:40,866 --> 00:01:43,833 which group is responsible for pulling these vertices. 30 00:01:44,933 --> 00:01:47,966 For example, the clavicle could have more weight here, 31 00:01:48,566 --> 00:01:52,633 and the upperarm_twistCor bone should probably have less influence. 32 00:01:53,900 --> 00:01:55,266 It's a bit of a trial and error 33 00:01:55,266 --> 00:01:58,466 approach to figure out which bone weight gives the desired result. 34 00:02:00,100 --> 00:02:04,966 Finally, averaging weights on the Spine04 bone fixes the issue in the left armpit. 35 00:02:06,700 --> 00:02:10,300 Unfortunately, you can't use symmetry in weight painting in Blender, 36 00:02:10,566 --> 00:02:13,266 so we have to repeat the process for the right arm as well. 37 00:02:20,733 --> 00:02:23,000 Now let's check the pants. 38 00:02:23,000 --> 00:02:27,533 If I rotate the legs into a split pose, we get a quite ugly stretching of the mesh 39 00:02:27,533 --> 00:02:29,266 in the crotch area. 40 00:02:29,400 --> 00:02:31,700 It's probably rather unlikely that your character 41 00:02:31,700 --> 00:02:34,300 will have such extreme poses or animations in a game, 42 00:02:34,900 --> 00:02:38,066 so sometimes it's not really necessary to address issues 43 00:02:38,066 --> 00:02:39,533 which will never arise anyway. 44 00:02:40,500 --> 00:02:43,666 But let's try and fix this. 45 00:02:43,666 --> 00:02:46,966 The problem with the crotch area is that the left leg should have 46 00:02:46,966 --> 00:02:50,500 close to zero influence on the mesh of the right leg and vice versa. 47 00:02:51,066 --> 00:02:55,066 So if we start averaging vertex weights, we might even make things worse. 48 00:02:59,633 --> 00:03:02,600 What works quite well here is the smoothing function though. 49 00:03:04,566 --> 00:03:06,766 I separate the pants from the rest of the outfit, 50 00:03:06,800 --> 00:03:11,700 since I only want to smooth the pants, then select smooth and set iterations 51 00:03:11,700 --> 00:03:14,733 to a very high value like 40 or even higher 52 00:03:21,666 --> 00:03:23,800 Now the stretching is not as extreme anymore, 53 00:03:23,800 --> 00:03:28,333 and this could work for 99.9% of all use cases of the character. 54 00:03:30,500 --> 00:03:34,566 For the cape, I want it to only move with the spine and shoulder. 55 00:03:35,433 --> 00:03:38,966 since some of the arm bones seem to have transferred weights to the cape, 56 00:03:39,633 --> 00:03:42,966 we can go through the vertex groups, find the ones we don't need at all, 57 00:03:43,366 --> 00:03:46,966 then jump into edit mode and assign a value of zero to the whole cape. 58 00:03:52,533 --> 00:03:54,966 After that, it's just using the Average brush again, 59 00:03:54,966 --> 00:03:57,866 to fix the parts where we just deleted all weights from. 60 00:04:03,966 --> 00:04:06,600 I want to apply cloth physics to the cape later, 61 00:04:06,866 --> 00:04:10,266 so usually the top part of the cape, that is touching the body, 62 00:04:10,266 --> 00:04:12,866 will be fully driven by the skin, 63 00:04:12,866 --> 00:04:14,100 and the lower part will move 64 00:04:14,100 --> 00:04:16,733 independently with the cloth simulation in Unreal Engine. 65 00:04:17,600 --> 00:04:21,766 So I don't really care about the bottom part being stuck to the legs or anything. 66 00:04:23,833 --> 00:04:26,233 A final thought for the whole skinning process: 67 00:04:27,066 --> 00:04:29,400 Don't stress too much about getting it perfect. 68 00:04:29,933 --> 00:04:32,500 Obviously, if you have severe clipping issues 69 00:04:32,500 --> 00:04:35,966 or very weird deformations, this is something that should be fixed. 70 00:04:36,866 --> 00:04:41,666 But there will always be, let's say, not so clean deformations and stretching. 71 00:04:42,566 --> 00:04:44,866 You see that kind of things in any triple-A game. 72 00:04:46,433 --> 00:04:48,933 Even if you look at the original metahuman clothes, 73 00:04:49,166 --> 00:04:51,900 The skinning is not perfect. 74 00:04:53,633 --> 00:04:54,366 Okay. 75 00:04:54,366 --> 00:04:56,766 The last items for my outfit are the helmet 76 00:04:56,766 --> 00:04:59,366 and the fur on the shoulder pad. 77 00:04:59,366 --> 00:05:01,533 I will unparent the helmet from the rig, 78 00:05:01,533 --> 00:05:05,000 delete all vertex groups and then set its origin to geometry, 79 00:05:05,233 --> 00:05:10,566 and move it to the world center so that its rotation is around its center of mass, 80 00:05:10,566 --> 00:05:14,733 when we import it to Unreal Engine. Then I duplicate the shoulder pad. 81 00:05:15,133 --> 00:05:20,066 This will be our Fur. Separate the copy from the clothes mesh and uncheck 82 00:05:20,066 --> 00:05:23,966 "Show emitter" in the particle settings. 83 00:05:27,033 --> 00:05:30,833 All right, guys, we are all done and ready to bring it all into Unreal Engine. 84 00:05:31,500 --> 00:05:34,300 In the next chapter, I will walk you through the setup in Unreal. 85 00:05:35,100 --> 00:05:40,266 We will create materials and material instances, import and bind the shoulder pad groom asset, 86 00:05:40,933 --> 00:05:43,666 and then also look at cloth and physics simulation. 8102

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