MetaHuman 5.3

The New Meta

The clothing being simulated with Meta Human Actor does some weird things.
1: the clothing ignores collision with the head model of the Meta Human Blueprint. So the neck, collarbone, etc. So when the actor is moving with animation and the clothing bounces up and down it goes threw and causes clipping. As shown in the screen below. What settings are required to fix this, either on the Meta Human or in the Zelus Simulation Manager?


2: When i start simulations the clothing has no weight to it. Even if i put the gravity to max and max avatar friction the garment floats around the avatar and moves like its in zero G or in a wind storm. I tried a lot of different combinations of the settings listed here https://help.z-emotion.com/hc/en-001/articles/8176186682255-ZelusSimulationManager-Properties but none would fix the issue. I even brought my animation into Z-Weave and simulated the garment there and it behaved correctly but in UE5 it moves sporadic.

Any tips and fixes are greatly appreciated. Thnx.

Comments

1 comment

  • Comment author
    Support
    • Official comment

    Hi The New Meta!

    Thank you for your issue reporting.

     

    Question 1.  Here are a few things you can try:

    1. When you run simulation, try to enable penetration free and smart pinching.
    2. Increase the pattern friction value of avatar friction and zls BP (Blue Print).
    3. If the animation is fast, slow it down so that your simulation can runs without breaking the avatar skin.
    4. Reduce the Mesh Quality.
    5. If you use the head and body separately, you must add them all to the Mesh Actor Array in Zelus Simulation Manager.

    Question 2.  Please try these things.

    1. Initialize Sewing Speed and Draping Time values in Zelus Simulation Manager
    2. Activate Penetration Free and Smart Pinching.
     
    Let us know if any of our suggestion solves your problems.
    Or please send us your workflow video so that we can check your issues better.
     
    Thank you.

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