CC4->Unreal "Delete Hidden Faces"

I’m very new at this, so probably missing something simple:

So the Best Practices link for CC4->UE5 auto setup specifically recommends “Delete Hidden Faces” in the export to prevent poke-through during animations. That seems to work (and prevent the poke-through) for characters wearing tight clothing.

But it seems to perform very poorly for any character wearing loose-fitting clothing, leaving huge holes or missing parts in the model. For example, dressing a character in one of the default knee-length skirts removes all of the leg faces above the calf.

Once in UE5 and animated (just a simple walk or run), she looks like those old Rayman games (disconnected legs floating underneath her body). How do I tell it to be way more conservative about what it considers “hidden”?

You can customize it in CC3/4. I have to do this a lot with collars.

Step 1: Be sure clothing item is selected.

If you turn off the clothing, you can see what it’s hiding. (Turn it back on)

Step 2: Go to Hide Body Mesh tool. (I failed to circle it; it’s on the right toward the bottom)

Step 4. Select brush, not face. Make sure “show” is chosen," and brush the areas you don’t want hidden anymore.

It’s hard to see, but you can see where the skin is coming back if you squint.

Close Hide Body Mesh tool and turn off clothing to see the difference.

Hope that helps!
:slight_smile:

Thank you so much! That allowed me to make about half of my virtual clothing problems go away.

What remains is probably more fundamental to how clothing is imported. This model has a much more form-fitting dress than some of the others:

Those upper thighs (and toes poking through the shoes) poking through isn’t some new fashion trend. Those skin faces weren’t deleted because they’re occasionally supposed to be visible (falling animations raise the dress a bit). And everything looks fine if I just place the mesh (in UE 5.4) on import –

it’s not until I start applying IK and retargeting some animations onto the model that the “hanging” cloth starts going nuts – in some cases almost the whole lower half of the dress ends up behind the model (much worse than shown in the above image). The first image above is from the IK Rig editor, there I get clipping even in the base pose.

I did check the “Create Physics Asset” for the import, and I’ve applied said Physics asset to the model. The clothing does move around due to motion/wind, it just doesn’t appear to have any collision relationship with the base body shape. I tried poking around with “collision” settings in Unreal Engine, but couldn’t find ones that made any real difference at all.

Using the Animation viewer in CC4 (for the relatively sedate set of animations available), the cloth behaves appropriately. In Unreal, it seems to slip through the character opposite the direction of motion (as if it were being blown back by e.g. forward motion, but not being blocked by the character at all). Without the Delete Hidden Faces option, the character’s underwear becomes visible with a simple walk. (Note that I’m not importing any actual animations from CC4, I’m retargeting ones from Unreal characters with identical skeletons).

This is beyond my skill level, lol. My best advice is to go to the old forum, this one: https://forum.reallusion.com/484244/UE5-Reallusion–Tips-Tricks?PageIndex=237 . There’s some things on how to deal with physics and soft cloth from CC4/iClone to Unreal in there.

You could try weight painting in Unreal. There are some videos online about tweaking your soft cloth physics that way, but I’ve never tried it.

And my only other suggestion would be to import your UE animations to iClone, do the animations with physics and send back and see if it’s better that way.

Sorry I can’t be more help!
:slight_smile:

If you are using unreal I recommend using the built in weight painting for things like dresses, capes and long hair if they give you trouble. I have also had better luck with items after turning them into accessories sometimes.