Ready-to-wear clothes
You can start by using garments available in the Ready-to-wear collection.
Contents:
- Downloading Ready-to-Wear uDraper clothes.
- Opening garments in UE.
- Changing clothes Grade (size) and Scale.
Also, see video tutorial: Using Ready-to-Wear clothes for animation in UE
I. Downloading Ready-to-Wear uDraper clothes.
- Make sure that you’re logged in using the account associated with your uDraper license.
- On the Ready-to-wear page, select the Price filter to $0. You can also select the Patterns filter to see the garments with additional 3D Draper patterns files.
- If an item has an asterisk beside it, that means that it contains the Draper pattern as well as the 3D file.
- If an item has an asterisk beside it, that means that it contains the Draper pattern as well as the 3D file.
- On the details page for each garment, note the type and the size of the character for witch the garment is created.
- Currently, all the garments were created for Tall MetaHuman characters, although they can later be re-fitted to Medium and Short characters.
- There are also different sizes for Underweight (S) and Normal (M) weight MetaHumans.
- Note: if there is an “AND”, it means that in the plugin you can switch between the underweight and the normal weight character. If there is an “OR”, you won't be able to swap the size inside of UE.
- Currently, all the garments were created for Tall MetaHuman characters, although they can later be re-fitted to Medium and Short characters.
- Add the garments you like to your shopping cart and proceed to checkout.
- After checkout is completed, your garments will be available to download in your personal account's Download tab.
- Note that garments with patterns have two download links: a ready-to-wear garment and a pattern.
- Note that garments with patterns have two download links: a ready-to-wear garment and a pattern.
- Download your ready-to-wear garment files in Zip format.
- Each Zip archive contains uDraper garment data.
- You can also download an associated pattern .tri file that can be opened in the 3D Draper designer application.
- Each Zip archive contains uDraper garment data.
II. Opening garments in UE (video segment)
- In the Unreal Editor, add your character mesh to your scene and set up the uDraper Simulation components (see Setting up simulation components and Using simplified MetaCollider meshes).
- You can start by using the same size and height of the MetaHuman character that you’ve selected from the Ready-to-Wear collection, but you can also select a different character size and/or shape and refit the garment later. (See also Refitting clothes)
- We recommend starting with the default or A-Pose at the beginning. For wrapped garments you can change the pose later.
- For MetaHuman characters, the plugin includes a custom A-Pose, which has straight arms.
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Important: Make sure that you’re using the uDraper license associated with the same user account that you’ve used to get your ready-to-wear clothes.
- You can start by using the same size and height of the MetaHuman character that you’ve selected from the Ready-to-Wear collection, but you can also select a different character size and/or shape and refit the garment later. (See also Refitting clothes)
- In the Draper Garment component details, click the triple-dot “…” button for the Draper Archive and select a zip file for the ready-to-wear garment.
- When you select the zip file for the first time, its content will be unzipped into a folder of the same name, and you can see its path in the Folder control. Next time you want to use this garment, you might want to select that folder instead of the zip archive.
- When you select the zip file for the first time, its content will be unzipped into a folder of the same name, and you can see its path in the Folder control. Next time you want to use this garment, you might want to select that folder instead of the zip archive.
- Ready-to-wear garments are saved and wrapped with a collider mesh made of LOD1 and LOD3 for the MetaHuman’s Body (with feet) and Face, respectively. If your collider mesh differs from that, this message will be displayed, and the Wrap option will be turned off. You can do one of the following:
- Refit and save the garment to turn the wrapping on. See Refitting clothes.
- Try to use UV wrapping if you’re using a MetaHuman character.
- Use the garment without wrapping.
- Refit and save the garment to turn the wrapping on. See Refitting clothes.
III. Changing clothes Grade (size) and Scale (video segment)
- When using a character of a different height (e.g., medium, or short instead of tall) you can scale the garment as follows:
- In the Draper Garment component Action section, expand the grading option.
- Specify a different scale factor. E.g., a medium height MetaHuman is 5% smaller than a tall one so you can set the Scale to 0.95.
- Click the Save icon in the Action section to save your new scale factor.
- You may want to open the Draper Editor by clicking on the Pencil icon to be able to modify fabric properties and save the garment at runtime. See also #3 at Import clothes in Unreal Editor
- Play the current level to start the simulation and notice the change in the garment size. You might want to adjust the garment position on the avatar while the simulation is running.
- Saving the garment while the simulation is running (e.g., from the Draper Editor) will save the new garment shape and position.
- In the Draper Garment component Action section, expand the grading option.
- If you have a character that is a different size and it's applicable, you will have an option for grading. For example, if you’ve downloaded an S-size garment but size M is also available, you can find it in the Grading drop-down list and re-fit this garment from the Underweight to Normal weigh MetaHuman character.
- When you change the grading, you need to save the garment before playing the level for the size change to take effect.
- When you change the grading, you need to save the garment before playing the level for the size change to take effect.
- If you’re using more than one garment, make sure to assign a corresponding Layer order to each garment so the one that should be on top will have a higher Layer order while the one closer to the body should have the order = 0.
- At this point you can Play the current level or use Movie Rendering to activate the cloth simulation. See also Running cloth simulation in Unreal Editor