This feature is available from CLO LiveSync 1.1.0.
Note that this is only available in CLO at the moment, and it will be supported in Marvelous Designer as render only fabrics are implemented in Marvelous Designer.
This feature may result in unexpected crashes due to high memory usage of displaying Fur in Unreal Engine.
Saving garments with Fur as Static Mesh
First, assign Fur to desired Fabric(s), and apply the Fabric(s) to your garment. Then simply use Update feature to seamlessly bring garments to LiveSync Editor.
The results can be saved as Static Mesh, and it can be observed that a Groom Asset is generated along with a Static Mesh.
Locate a Static Mesh asset in Outliner, and click on it to add a child component by clicking the Add button and selecting Groom Component.
Once a Groom Component is added as a child component of a Static Mesh for your garments, a correct Groom Asset can be assigned to it. You can either drag a desired Groom Asset from Content Browser, or search for it by clicking on Groom Asset section in Details panel.
For more information on how to edit your Groom Asset, you can check out the official Groom Asset Editor User Guide on Epic Developer Community.
Saving animated garments with Fur as Geometry Cache
The setup for Geometry Cache is almost identical, and it only requires one additional step. For Geometry Cache, an additional Groom Binding asset is created. In a desired Geometry Cache asset, add a Groom Component as a child component, and assign a Groom Asset and a Groom Binding Asset to it.
Keep in mind that this feature is experimental, and a Geometry Cache asset containing Fur information may result in a crash issue.
Applying Simulation to Imported Fur
Physics simulation can be applied on Groom Assets. For more information, please take a look at the official guide for Enabling Physics Simulation on Grooms. Note that enabling physics simulation can result in reduced performance or unexpected crash issues.
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