Pants A1, available on FAB.com
Video presentation is available here.
This is one of the clothing items included in the complete outfit asset — Clothes pack A1
Game-ready, low-poly pants compatible with MetaHuman characters.
Use them in MetaHuman Creator like any other wardrobe item. The asset includes an adjustable color set for easy customization to match your project’s needs and style.
Parametric — the clothing automatically resizes to fit the MetaHuman body when customizing the character in MetaHuman Creator.
How to use
— Download «*.mhpkg» package corresponding to your Unreal Engine version(5.6, 5.7 or 5.8+), or bare «*.uasset» files from «additional files«(PantsA1uassets.zip). For other engines or use cases, an FBX version with textures is also included.
— Create «Outfits/PantsA1» folders in your project’s «content» folder
— Drag and drop «*.mhpkg» package, or the files corresponding to your UE version, into the «PantsA1» folder.
— Open MetaHuman creator and in cloth section drag and drop new wardrobe item «WI_PantsA1» from «PantsA1» folder.
— After assemble can be necessary to fix some assembling issues, guide is in this video.
Details
— The source textures are 4K (4096 × 4096 px), PBR. For game-ready optimization, the maximum resolution has been reduced in the individual texture asset settings. If you need higher texture quality, you can increase these settings manually.
— 4 LODs are included. They are automatically generated in Unreal Engine and manually adjusted for game-ready performance. The triangle count ranges from 8034 to 1113 tris.
Cloth simulation — can be easy enabled with video guide.
Notes
Cloth simulation not work after assembling MetaHuman character in MetaHumanCreator, but I made video guide on how to enable it by two ways, it is much easier by my vertex painted models(below is text version of this guide).
In UE 5.6, only one body-hide mask can be used at a time. Therefore, if this asset is used together with other wardrobe items that also use a body-hide mask, a unified mask must be created.
The mask can be found by selecting the wardrobe item in MetaHuman Creator and opening Accessory Properties in the Accessory section. In the wardrobe properties, go to: Pipeline → Pipeline → Editor Pipeline → Outfit → Body Hidden Face Map
Disclaimer
The character and scene shown in the screenshots and promotional images are not included in the package. The asset files must be imported into your own project and used with your own scene and MetaHuman Creator character.
Sneakers visible on some scenes and video are not included, those are from another mine asset — «Sneakers A1«, also available here on FAB.
Guides
How to enable cloth simulation after assembling metahuman character(video version):
There is two ways to enable cloth simulation on my assets – standard cloth simulation or use chaos cloth asset.
In first case – open needed skeletal mesh of cloth in your character, click on mesh in the viewport, then rightclick and chose “Create Clothing Data from Selection”, set any name for this data and chose physics asset of your metahuman character, it is easy to find by it’s specified name.
Rightclick mesh once more and don’t forget to create clothing data for all LODs of this mesh, this can be done by chose “Create Clothing LOD from Selection”. Usually LODs count can be seen by number of materials assigned to mesh at right panel. In my assets case is usually four. But because we start from zero, last data will end at three.
Now we need to pant all these clothing data for all LODs, but no worry, my models is vertex painted to just copy paint data from it for our needs! Do this for all LODs, selecting each in dropdown list at right top corner, then copying vertex color on red channel and scaling factor = 100.
Finally, enable clothing data for all four LODs as well! Make sure all LOD was applied with corresponding LOD data. You can see that cloth set to live on each apply. When finish – save, and we done with first case! You can use simulated cloth of you character by now!
Second, more difficult case, if you really need cloth to be chaos cloth asset. Chose folder where to copy cloth asset from “Pants A1” asset’s folder, find and copy it by drag and drop and chosing “copy”. Rename this copy to easy find it further.
Open new copied asset and set skeletal mesh of cloth and physics of your metahuman character in corresponding nodes for all four LODs.
Sometimes is necessary to evaluate all meshes in skeletal mesh importer’s nodes as well.
Next, most annoying part – need to paint cloth weights for all four LODs in each corresponding WeightMap node. I usually set brush radius around 0,5 for this, enable 3D Simulation at top right corner of viewport, to better see edges also enable seams to show. Carefylly paint all side belts below buckle and zipper pull label near left pocket. Look carryfully to not paint any other part, if zo just use CTRL+Z to go one step backward. Click blue “Accept” when finish with each LOD.
Congratulations! Now we left one last easy step – remove that skeletal mesh of cloth in your character blueprint that you want to use with chaos cloth component, add chaos cloth component to character’s body mesh, and assign previously done copied chaos cloth asset to it – we done! Now your character run in chaos cloth with physics simulation enabled on all four LODs!
Can be useful
Fixing problems after assembling character in MetaHuman creator
Tutorial about correcting weights of mesh, mesh corrections of backpack
Fix for overlapping skin over clothes on skeletal meshes
Fix of normals and shadows after assembling metahuman
Tutorial how to create wardrobe bots with masks
Tutorial about cliping mesh and link on mask generator tool
Another tutorial about body masks, but with custom masks, and another
Tutorial about cloth simulation
Tutorial about vertex paint for cloth simulation from Blender to UE
Tutorial about enabling cloth simulation on all LODs (Clothing data and Chaos cloth)
More complex tutorial about chaos cloth for skeletal mesh
High Heels Rig for MetaHumans, manual solution1, solution2, solution3

