Metahuman Simulation Setting
发布于:2024-11-21
Operating Procedure
The Style3D component needs to be mounted under the Metahuman Body skeleton mesh.
The Style3D component supports adding sub-colliders. Add an array in the Slave Obstacle component, then add the head skeleton mesh to it.
Export the Obstacle to Atelier for making garments.
Export the garment SMD back to UE and mount it in Meta Data.
Click Bind to start simulation or cache recording.
Common Issues
Q: During pose fitting or simulation, the character's head does not follow the body?
When using a Metahuman character. When using a Metahuman character in UE, the body and head are separate. You need to use the character BluePrint in UE to combine the body and head together. Then mount the Style3D component under the body.
To fulfill the requirements of the BluePrint shown above, ensure the body and head skeletons are consistent. Master Skeletal Mesh represents the body, while Skeletal Mesh1 represents the head.
Q: Why does the mesh deform after exporting the Metahuman character to OBJ?
For plugin versions below V1.5.0, you need to set LODSync in Metahuman to force LOD to be consistent with the obstacle LOD in the Style3D component.