Hi, so I'm trying to uncover the secret behind cloth simulation inside Unreal, Maya, and Marmoset. I want to know how do people design clothes inside zbrush or Maya and sim the cloths as if they were inside marvelous designer. I have animation that I bought and plan to use for my character but I want his hair, clothes, and accessories to feel as if though that have some kind of animation/simulation going on. Any technique will help!
Replies
E.g. https://docs.blender.org/manual/en/latest/physics/cloth/index.html
https://docs.unrealengine.com/en-US/Engine/Physics/Cloth/Overview/index.html
You have an existing mesh you want to simulate? Do you want to simulate it in realtime or 'offline' ?
If 'offline':
Not sure if you can convert a mesh to a garment in marvelous but you could re-create it or you use some simulation system like the one from blender I posted above.
https://polycount.com/discussion/218655/cloth-simulation-inside-unreal#latest
Link posted by @rollin is very relevant and it basically answers the question when it comes to Unreal.
Follow that link, and keep the limitations in mind that I posted in your another thread. So if you want cloth dynamics inside unreal, just follow that link. Its only a "cloth" inside Unreal (but even then in the reality its just a mesh), and outside you trait it as any regular skinned mesh.
Your question isn't fully clear though. Its not obvious if you are going after a skinned animated cloth that has baked-in wrinkles for example, or you want in engine cloth sim.