Deform Graph Mesh Proxy

发布于:2024-11-21


Function Description

In the presence of the following assets:

  1. Character base model skeleton mesh

  2. Character skeleton mesh with clothing (high-poly model)

The DeformerGraph process can streamline the workflow by eliminating the need for high-poly model unwrapping, material modification, and re-skinning after splitting the high-poly model.

For non-DeformerGraph mesh proxies, it's necessary to split out the high-poly model for clothing simulation and for use as collision bodies.

After splitting the high-poly model, the UV topology is disrupted, requiring the creation of new materials for the high-poly model.

After splitting the high-poly model, manual re-skinning of the high-poly model used as collision bodies is required.

The DeformerGraph process also offers higher performance advantages compared to non-DeformerGraph mesh proxies.

Usage Steps

1. Preparation

● UE version >= 5.2

● Style3D plugin (V2.1.0) installed, along with the following plugins:

● Character Assets:

Collision bodies (meshes excluding fabrics)

High-poly characters with clothing

Clothing simulation meshes

● Can be nude models

● Can include armor, weapons, accessories, etc., which will also collide with fabrics during simulation

● Complete character high-poly model

● Includes all renderable parts such as clothing, accessories, etc.

● Select the clothing parts to be simulated from the high-poly model, remove detailed topology such as surface wrinkles, and obtain cloth pieces for simulation.

2. Character Component Structure

Component

Configured Model

Functionality

  1. Main Character Skeletal Mesh

Collision body for garments (naked model, or with additional collision parts)

Collision with parts of garments, receives input from character animations

  1. Sub SkeletalMesh Components (manually added)

Complete high-poly character

Rendering display

  1. Style3D Component (manually added)

Clothing solver mesh

Cloth simulation

3.Main Skeleton Mesh

  1. Sub SkeletalMesh Components Animation Blueprint

● Create Animation Blueprint

Animation Blueprint Setup

● Configure Deformer

4. Style3D Component

Setting up Patch Skinning Blend

● Attach patches by setting up skinning blend for patches

Setting up Mesh Proxy

● Configure full skeletal mesh in Clothing Rendering Proxy (consistent with Sub SkeletalMesh Components above)

● Operations for Mesh Proxy: Bind -> Modify Proxy Relationships

Setting up Deformer Graph Mode

● Check Use Deformer Graph Mode, Remove Mesh Section Wrapmap Index Groups Without Calculated Meshes,then click Bind again

● Hide Cloth Piece and Render Proxy

● Save

  1. Run in Editor Add different animation assets under the main skeleton mesh and observe the effects.


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