Please note that this guide is based on Skill up: CLO LiveSync for Unreal Engine. LiveSync 1 is utilized in the video, but the overall workflow is identical outside the fundamental difference between LiveSync 1 and LiveSync 2.
The MetaHuman workflow with LiveSync is inteded to work well with Sequencer, where you can animate your MetaHuman using control rigs.
1. Download MetaHumans to Unreal Engine
You can follow this documentation: Downloading MetaHumans.
Make sure to remove Tops and Bottoms in MetaHuman Creator before downloading it to Unreal Engine.
2. Add Level Sequence and attach a MetaHuman to it
You can add Level Sequence by navigating to the menu shown in the image above.
The downloaded MetaHuman from the previous step can be added to the scene by locating the Blueprint for the MetaHuman and dragging it to the scene. In this example, Kellan is used.
Then the MetaHuman can be added to a created Sequencer by:
- Locating the Add button on the left hand side and navigating to Actor To Sequencer menu.
- Locating the spawned Actor in Outliner and dragging it directly into the opened Sequencer tab.
After adding the MetaHuman to Sequencer, you can animate it with Control Rig in Sequencer. For more information, the following documentations elaborate on the process:
3. Create Linked Animation Sequence and prepare it for export
You can right click on the Body and select Create Linked Animation Sequence, which creates
For the Animation Sequence Options pop-up window, you do not have to modify any settings. Proceed to next step by clicking Export to Animation.
After locating the Animation Sequence asset, you can double click it to open up Animation Editor. Before sending an animated MetaHuman body to CLO or Marvelous Designer, there are several important settings to be checked:
Preview Scene Settings (the menu on the right-hand side)
- Mesh > Preview Mesh (Animation) : The correct Skeletal Mesh must be selected. Please do not select a Skeletal Mesh with a '_preview' suffix.
- Additional Meshes > Skeletal Meshes : Please select a Skeletal Mesh for a matching face mesh, otherwise there is no head part for a MetaHuman to be sent to CLO or Marvelous Designer.
Other options (located in the center and the top of the editor)
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- Post process Animation Blueprint : You can choose to enable it or disable it, based on the type of animation to be sent via LiveSync. With an incorrect setting here, you may experience issues like garment penetration as mesh deformation for the MetaHuman in Unreal Engine and CLO or Marvelous Designer will not match. Please enable it for the Geometry Cache option, and disable it for the Skeletal Mesh option.
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Skeletal Mesh vs. Geometry Cache : Animation for MetaHuman can be sent to CLO or Marvelous Designer via LiveSync in either form:
- LiveSync > as LiveSync > Skeletal Mesh : Joint animation is used for this asset type. This is lighter than the Geometery Cache type, however, it does not utilize blend shapes for MetaHumans. We aim to implement additional features around the Skeletal Mesh asset type in near future.
- LiveSync > as LiveSync > Geometry Cache : Blend shapes for MetaHumans are taken into consideration for this asset type. For example, when bending an arm of a MetaHuman, the forearm and bicep regions close to the joint will be deformed together instead of the meshes simply clipping into each other. This method is generally a lot heavier than the Skeletal Mesh method, however, you can achieve more realistic results
For the Skeletal Mesh asset type, please make sure to Disable Post Process Blueprint by navigating to a Blueprint for the MetaHuman, locating the Body component, and finding the option under the Animation section. Otherwise the body mesh for the MetaHuman in Unreal Engine might clip through the recorded garment animation from CLO or Marvelous Designer, as the MetaHuman would deform with blend shapes in consideration while the recorded garment animation would be based on the MetaHuman without blend shapes.
4. Apply a garment to the imported MetaHuman body, record animation and use LiveSync to send the garment animation to Unreal Engine
Locate the imported MetaHuman in CLO or Marvelous Designer, then you can apply a garment to it. It can be simulated and recorded, and the result can be sent to Unreal Engine using LiveSync.
Make sure to enable the Include Cache Animation option under the Garment section of the CLO/MD LiveSync mode for Update and Save.
Then, you can locate the generated Geometry Cache asset for the garment and bring it in the scene. Once it is in the scene, add it to the Sequencer like the same way you added the MetaHuman to the Sequencer earlier. A Geometry Cache track can be attached to it by click on the plus button, and selecting Geometry Cache.
That's all! You can also animate MetaHumans by utilizing Animation Retargeting in Unreal Engine. For more information, please check out the official documentation on Animation Retargeting.