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Alright...
Let's fix the skinning of our clothes now.
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I will show you how to adjust
the vertex weights,
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to mitigate those issues we have seen
at the end of the previous video.
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First, I want to remove the helmet.
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We will import it as a static mesh
so it doesn't have to be rigged at all, actually.
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Let's separate it and hide it for now.
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I will also separate the cape
from the clothes.
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The cape will need a slightly different
treatment as the rest of the clothes.
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And it's only getting in the way.
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So let's hide it as well.
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The first step in adjusting
our weights is smoothing
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In weight paint mode,
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go to "Weights" and choose
the "Smooth" function.
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In the dialog, you can now change
the Subset to "All groups",
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and increase the Factor and Iterations values.
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The values that work best
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totally depend on the topology density
of your clothes.
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For very dense meshes, you will have to set higher values
to get a better smoothing result.
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Now let's hide the head as well, since
it's not moving with the body skeleton anyway.
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The second step is now to identify
problematic areas and try to fix them.
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Usually problems appear at areas
where the weight transfer doesn't work well,
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because the clothes
do not fit the body form well.
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This is typically the armpits
or crotch area.
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Select the body rig,
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go to Pose mode and move the arms
into a rather extreme position.
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I then mainly use the "Average" brush
and set the strength to a lower value,
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so I have more control in painting.
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Now we can go through the vertex
groups and check
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which group is responsible
for pulling these vertices.
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For example, the clavicle could have more weight here,
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and the upperarm_twistCor bone
should probably have less influence.
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It's a bit of a trial and error
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approach to figure out which bone
weight gives the desired result.
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Finally, averaging weights on the Spine04 bone fixes
the issue in the left armpit.
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Unfortunately, you can't use symmetry
in weight painting in Blender,
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so we have to repeat the process
for the right arm as well.
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Now let's check the pants.
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If I rotate the legs into a split pose,
we get a quite ugly stretching of the mesh
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in the crotch area.
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It's probably rather unlikely
that your character
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will have such extreme poses
or animations in a game,
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so sometimes it's not really necessary
to address issues
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which will never arise anyway.
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But let's try and fix this.
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The problem with the crotch area
is that the left leg should have
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close to zero influence on the mesh
of the right leg and vice versa.
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So if we start averaging vertex weights,
we might even make things worse.
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What works quite well here
is the smoothing function though.
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I separate the pants from the rest of the outfit,
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since I only want to smooth the pants,
then select smooth and set iterations
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to a very high value
like 40 or even higher
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Now the stretching
is not as extreme anymore,
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and this could work for 99.9%
of all use cases of the character.
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For the cape, I want it to only move
with the spine and shoulder.
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since some of the arm bones seem
to have transferred weights to the cape,
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we can go through the vertex groups,
find the ones we don't need at all,
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then jump into edit mode and assign
a value of zero to the whole cape.
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After that, it's just using the Average brush again,
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to fix the parts where we just deleted all weights from.
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I want to apply
cloth physics to the cape later,
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so usually the top part of the cape,
that is touching the body,
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will be fully driven by the skin,
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and the lower part will move
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independently with the cloth
simulation in Unreal Engine.
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So I don't really care about the bottom
part being stuck to the legs or anything.
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A final thought for the whole skinning process:
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Don't stress too much about getting it perfect.
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Obviously, if you have severe clipping issues
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or very weird deformations,
this is something that should be fixed.
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But there will always be, let's say,
not so clean deformations and stretching.
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You see that kind of
things in any triple-A game.
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Even if you look at the original metahuman clothes,
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The skinning is not perfect.
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Okay.
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The last items for my outfit are the helmet
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and the fur on the shoulder pad.
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I will unparent the helmet from the rig,
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delete all vertex groups
and then set its origin to geometry,
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and move it to the world center so that
its rotation is around its center of mass,
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when we import it to Unreal Engine.
Then I duplicate the shoulder pad.
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This will be our Fur.
Separate the copy from the clothes mesh and uncheck
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"Show emitter" in the particle settings.
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All right, guys, we are all done and ready
to bring it all into Unreal Engine.
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In the next chapter, I will walk you
through the setup in Unreal.
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We will create materials and material instances, import
and bind the shoulder pad groom asset,
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and then also look at
cloth and physics simulation.
8102
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