Just wondering if there is an easy way to do this?
Based on my understanding of how the MetaHuman wardrobes work, if there was an CC5 character/body that matched the proportions of one of the MetaHuman bases or base characters, you’d be able to just export the clothes as fbx from CC5 and then just bring them into UE5 and associate their base to the MetaHuman base that matches, and then it would automatically resize to all metahuman morphs/bodies via their parametric clothing system.
I played around with it and it almost works like this, but its a little off because I don’t know if there is a character that matches a MetaHuman character perfectly in CC5. Anyone know anything about this or have an easy way to tweak it? If we had like a “metahuman_base” character in CC5, I think it would almost be as easy as export → import.
In case anyone is wondering, I don’t know if its a Metahuman thing or what, but the UE5 A-Pose CC5 exports seems to be slightly off in the arm and leg positions when compared to the MetaHuman base poses.
I adjusted the UE5 A-Pose Export manually in ${ReallusionPathHere}\Program\Character Creator 5\Program\Assets\Share\0_Open A_UE5.rlMotion and I scaled up the default female base ( the base one used with the mixer, but I didn’t apply any mixers ) to 170cm.
Note: modifying that particular file is not a good solution since its a core CC5 file that could be overwritten by updates, etc. Might be worth it if RL can see whats up with the different poses, if their UE5 pose is off, or if MetaHumans have a new pose different from the base UE5 pose.
When exporting from CC5, I set up one of clothing assets to hide the entire character body mesh, and selected Delete Hidden Faces on the export, so as to just have the clothing without the body. I also deleted all of the stuff related to the body other than the body itself ( i.e. the eyes, hair, eyebrows, etc ).
However, despite this, upon importing into UE5, there is still tearducts of the eyes or something like that still showing up, which you can easily modify using the in-engine modeling tools ( you can’t delete them but you can move them down into the body or somewhere that no one can see them ).
In UE5, in the OutfitAsset I set the source body part to bodyShapeB_CombinedSkelMesh.uasset and it actually comes out almost plug and play, although still might need a little cleanup and need to set up a body mask to hide body parts under the clothes.
Here is a screenshot:
In this image, I’ve done absolutely no adjustments at all other than moving the tearducts into the body and creating a body mask to hide parts of the body in the clothes. And this clothing will scale with the metahuman body, proportions, etc.
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