
That is all! It’s ready to do some tests. Open the MainUI blueprint, and add the the asset to the products menu.Import Occlusion mask and the thumbnail (files are located at c:\Program Files (x86)\Adobe\Adobe Fuse CC (Preview)\Data\Domains\Mixamo\Cloths\CLOTH_NAME\).Create a blank material and add all the imported texture files as Texture Sample nodes.Open roughness texture and uncheck it’s RGB parameter.Select “as skeletal”, and choose the MaleFitA skeleton.Import the FBX file that was previously created with 3D Studio Max Adobe Fuse CC (Beta) allows you to import and use your custom body, hair, and clothing for building your character.Use the Skin modifier to fine tune the skinning if neededģ. Import the asset into UE4 and add it to the products menu.At the end press „Convert to Skin” button.Wait until the skinning process is done. Once your scuIpt is ready, yu extract the txture maps aIong with a Iow-resolution mesh f the custom cIothing asset from yur scuplting software.Add “Avatar” (so the modifier will project skinning weights from the avatar to the clothing).Use 3D Studio Max’s Skin Wrap modifier to map skeleton weights from the avatar to the clothing Select the cloth and set it’s pivot point to the origin (0,0,0)Ģ.(For this you can use the skinwrap modifier in 3D Studio Max) 1.


You can use any 3D clothing with the plugin, just make sure to use the same skeleton as the sample clothes.įirst of all you need to export male / female avatars from the content folder (MaleFitA, FemaleFitA) as FBX, and design your new clothing for one of them.Īfter the clothing is ready, you need to copy the “skinning data” from the avatar to the new cloth, and save as an FBX.
