MetaHuman characters have become a staple for creating realistic digital humans in Unreal Engine 5. However, achieving a fully realized character goes beyond just the face and body – it includes outfitting them with believable clothing and hairstyles. In this comprehensive guide, we explore how to use clothes for MetaHuman for animation projects, covering everything from adding custom outfits and simulating cloth physics to the best software and workflows available. We also touch on integrating custom hair (like PixelHair) to complete your MetaHuman’s look. Each section below addresses a common question, providing detailed answers, best practices, and references to reliable sources. By the end, you’ll have a clear roadmap for dressing and animating MetaHumans with custom clothes in Unreal Engine 5.
How do I add clothes to a MetaHuman character for animation?
Adding clothes to a MetaHuman requires importing or creating a clothing mesh, rigging it to the MetaHuman’s skeleton, and attaching it to the character’s Blueprint for animation. MetaHumans from the Creator include preset, rigged clothing that moves with the body automatically. For custom clothing, import a Skeletal Mesh weighted to the MetaHuman’s skeleton (metahuman_base_skel), ensuring it deforms correctly during animations. Attach the clothing as a Skeletal Mesh component in the MetaHuman Blueprint, using nodes like Set Leader Pose Component to sync with the body’s skeleton. To prevent clipping, hide or remove underlying body parts by applying a transparency mask or editing the mesh. This ensures only the clothing is visible and simplifies collision, enhancing animation quality.
Proper setup allows clothes to follow any animation seamlessly. Managing the underlying body mesh optimizes performance and prevents visual artifacts, making the MetaHuman appear realistic in motion.

What are the best ways to make animation-ready clothing for MetaHuman in UE5?
Animation-ready clothing for MetaHumans must deform and move naturally during animations. Here are the best practices:
- Use high-quality clothing models or patterns: The foundation of good animated clothing is a well-modeled garment with clean topology and appropriate geometry for deformation. Use software like Marvelous Designer for realistic drapery. Retopologize garments for optimized mesh density. Ensure topology supports deformation around joints. Pre-made MetaHuman-compatible models can be used.
- Rig and skin the clothing properly: Rigging refers to binding the clothing mesh to the skeleton so it deforms with bone movement. Transfer skin weights from the MetaHuman body to the clothing. Refine weights to prevent stretching. Bind vertices to relevant bones for natural movement. Proper skinning ensures animation fidelity.
- Leverage Unreal’s Chaos Cloth for physics where needed: Tight-fitting parts of an outfit (like a t-shirt or pants) can often be fully rigged (i.e., static in terms of following the bones only). Apply Chaos Cloth to loose areas like coat tails. Paint cloth areas for simulation while keeping others fixed. Combine rigging and physics for realistic secondary motion. Adjust properties for fabric-specific behavior.
- Start simple and use existing resources: If you’re new to clothing, an easy path for animation-ready results is to start with existing MetaHuman-compatible outfits. Use pre-rigged outfits from the Unreal Marketplace. Add cloth simulation for enhanced realism. Migrate assets from Epic’s sample projects. This saves time and ensures compatibility.
Well-modeled, rigged, and physics-enhanced clothing ensures natural movement. Pre-made assets offer a quick start, while custom designs allow for unique animation-ready garments.
Can I simulate cloth physics on MetaHuman during animation?
Yes – Unreal Engine 5 allows you to simulate cloth physics on MetaHuman clothing in real time, which is key to achieving realistic fabric movement during animations. UE5 uses the Chaos Cloth physics system for cloth simulation, replacing the older Apex/PhysX cloth from UE4. The Chaos Cloth solver can be applied to any skeletal mesh’s sections (like a garment on your MetaHuman) to simulate secondary motion such as swaying, flapping, or wrinkling in response to movement and forces.
Here’s how you can simulate cloth physics on a MetaHuman’s clothing:
- Chaos Cloth Painting: Unreal’s built-in Clothing Tool lets you designate part of a skeletal mesh for simulation. Paint weights to control simulation freedom. Fully weighted areas simulate as cloth. Zero-weighted areas stay fixed to the skeleton. Gradients ensure smooth transitions.
- Real-time simulation during animations: Once set up, the cloth will simulate whenever the MetaHuman moves (during gameplay or sequencer animations). Cloth reacts to motion, gravity, and wind. Adjust properties like weight and stiffness for material realism. Simulation enhances dynamic garment behavior. Runs in real time for animations.
- Collision with the MetaHuman body: To prevent the cloth from passing through the character’s body, Chaos uses the physics asset of the skeletal mesh for collision. Ensure physics assets have appropriate colliders. Tweak collider sizes for bulky clothing. Enable self-collision for complex garments. Proper collision prevents clipping.
- Performance considerations: Real-time cloth physics does cost CPU (or GPU) cycles. Use simpler simulations for games with multiple characters. High-quality settings suit cinematics. Chaos Cloth is optimized for efficiency. Fine-tune for performance balance.
Chaos Cloth enables dynamic cloth simulation for MetaHumans. Proper setup ensures realistic movement with minimal performance impact, enhancing animation quality.

Which software is best for designing clothes for MetaHuman characters?
Designing clothing for MetaHumans involves various software, each with unique strengths. The best choice depends on workflow, budget, and expertise:
- Marvelous Designer / CLO 3D: These are industry-standard tools for 3D clothing creation. Pattern-based design creates realistic drapery. Includes MetaHuman body presets for fitting. Exports to Unreal with simulation data. Ideal for high-quality garments.
- Blender: Blender is a powerful free 3D modeling suite that can absolutely be used to create MetaHuman clothing. Model and simulate cloth around MetaHuman bodies. Use add-ons like Garment Tool for efficiency. Supports UV editing and texturing. Cost-effective but requires manual effort.
- Maya (with nCloth) or 3ds Max: Autodesk Maya is another option, particularly if you are comfortable in that environment or if your pipeline is studio-based. Use nCloth for draping simulations. Offers precise weight and joint control. High cost and learning curve. Suits complex rigging needs.
- ZBrush (for sculpting details): While not a cloth simulation tool, ZBrush can be used in conjunction with the above for adding high-resolution detail to clothes. Sculpt intricate wrinkles and patterns. Bake details into normal maps. Enhances cloth realism. Complements other tools.
- UDraper / Style3D (Integrated solutions): There are newer solutions like uDraper (by triMirror) and Style3D that act as both a clothing designer and an Unreal Engine plugin. Design and simulate cloth in Unreal. Streamlines workflow with real-time simulation. Subscription-based with newer market presence. Tightly integrated with UE5.
Marvelous Designer excels for realism and MetaHuman integration, while Blender offers a free, versatile alternative. Emerging tools like uDraper streamline Unreal workflows, and combinations of tools can enhance results.
How do I import clothing from Marvelous Designer to Unreal Engine for MetaHuman?
Importing clothing from Marvelous Designer (MD) to Unreal Engine 5 (UE5) for MetaHumans involves designing, exporting, and rigging the garment:
- Design and export from Marvelous Designer: First, create your garment in Marvelous Designer using a MetaHuman avatar for proper sizing. Use MD’s MetaHuman body presets for accurate fit. Export as FBX or USD in A-pose. Ensure correct scale (centimeters for Unreal). USD includes simulation data for UE5.4+.
- Import into Unreal Engine: In UE5, import the FBX (or USD) via the Content Browser. Use Skeletal Mesh import for FBX. USD importer creates skeletal mesh and physics data. Discard MD’s rig if present. Align garment with MetaHuman skeleton.
- Bind the garment to the MetaHuman skeleton: After import, the garment needs to be rigged to the MetaHuman’s skeleton for animation. Skin in Blender/Maya or use Unreal’s Weight Transfer tools. Assign metahuman_base_skel to the garment. Refine weights for smooth deformation. Ensure pose compatibility.
- Apply physics (optional): Clothes from Marvelous will come out in a draped shape. Add Chaos Cloth for dynamic simulation. Paint areas for physics in Unreal. MD’s UE5.4 integration may auto-generate cloth assets. Adjust for fabric realism.
- Assign materials and textures: Don’t forget to import the textures from Marvelous. Apply or recreate materials in UE5. Use Cloth shading model for realism. Enable two-sided rendering for thin fabrics. Test with animations for accuracy.
MD’s integration with UE5.4 simplifies imports via USD, but FBX remains reliable. Rigging and physics ensure the garment animates naturally with the MetaHuman.

Can I animate MetaHuman with clothing using UE5’s Chaos Cloth or uDraper?
Yes – both Unreal Engine’s built-in Chaos Cloth system and the third-party uDraper plugin can be used to animate MetaHuman clothing. They are essentially two different approaches to achieving cloth simulation on your character’s outfit:
- Using UE5’s Chaos Cloth (built-in): As discussed earlier, Chaos Cloth is the default physics solver for cloth in Unreal Engine 5. Paint cloth areas for real-time simulation. Fully integrated and free with UE5. Requires manual tuning for complex garments. Suitable for gameplay and cinematics.
- Using uDraper plugin: uDraper is a third-party cloth simulation solution created by the triMirror team. Imports garments from Marvelous Designer. Offers automated, high-fidelity simulation. Subscription-based with designer-friendly tools. Ideal for professional workflows.
Chaos Cloth is native and versatile, while uDraper streamlines setup for high-quality results. Choose based on project needs, as both enable realistic cloth animation.
How do I attach clothing to MetaHuman so it follows body movement in animations?
Attaching clothing to a MetaHuman ensures it moves with the body during animations by sharing the skeleton and animations:
- Use the same skeleton for clothing and body: When you import or create a clothing skeletal mesh, you should assign it the MetaHuman’s skeleton (the skeleton asset used by the MetaHuman body). Assign metahuman_base_skel to the clothing. Same bone transforms ensure sync. Set in Skeletal Mesh Editor. Clothing deforms with body movements.
- Ensure proper skin weights on the clothing: Merely sharing the skeleton isn’t enough; the clothing’s vertices must be weighted to the appropriate bones. Transfer weights from MetaHuman body. Adjust weights to prevent sliding. Check bone influence in Skeletal Mesh Editor. Ensures natural deformation.
- Attach via Blueprint (if separate SkeletalMeshComponents): MetaHumans are typically assembled as a Blueprint that includes separate skeletal mesh components for the Body, Face, Hair, etc. Add clothing as a SkeletalMeshComponent. Use Set Leader Pose Component for sync. Attach to body’s root bone. Simplifies modular outfit setups.
- Test with an animation sequence: After attaching, test an animation (you can use a built-in MetaHuman animation or any skeletal animation). Play animations to verify clothing movement. Check for lag or offset issues. Reassign skeleton if mismatched. Ensures seamless animation integration.
- Consider bone scale or physics interactions: Usually, bone transformations (position/rotation) are enough. Handle bone scaling for special animations. Physics adds secondary cloth motion. Root simulation follows skeleton. Enhances realism in dynamic scenes.
Clothing follows the MetaHuman’s skeleton seamlessly when rigged and attached correctly. Blueprint integration and weight adjustments ensure animation accuracy.

How can PixelHair be used to complete the look of animated MetaHuman characters with custom hairstyles and outfits?
While clothing defines a character’s style, hair is equally important for a complete look. PixelHair is a resource (a series of products) that provides high-quality 3D hairstyles for Blender and Unreal Engine, and it can be a great solution for giving your MetaHuman a custom hairstyle to match their custom outfit. Here’s how PixelHair fits in:
- What is PixelHair?: PixelHair is essentially a collection of pre-made realistic hair assets. Offers realistic hair for Blender and Unreal. Includes hair caps and strands. Designed for customization. Supports MetaHuman integration.
- Using PixelHair with MetaHumans: MetaHumans by default have a set of provided hairstyles, but if you want something unique (say a specific braid style or culturally distinct hairdo), PixelHair offers that. Fit hair cap in Blender using shrink-wrap. Export as Alembic for Unreal Groom. Attach to MetaHuman’s Hair component. Adjust for head shape.
- Dynamic and animated hair: PixelHair hairstyles are not just static models; they can also have physics. Unreal’s Groom system simulates hair dynamics. Set physics for strand bounce and sway. Complements cloth simulation. Enhances animation realism.
- Completing the custom look: The question mentions PixelHair in context of custom hairstyles and outfits. Pair unique hairstyles with custom outfits. Match styles to character themes. Tweak in Blender for variety. Creates distinctive MetaHuman appearances.
- Ease of use: PixelHair assets come with a hair cap and modifiers for perfect fit. Shrink-wrap cap fits in three clicks. Includes realistic materials for Unreal. Tutorials guide setup process. Simplifies hair integration.
PixelHair enhances MetaHumans with custom, dynamic hairstyles that complement outfits. Easy integration and physics support ensure a polished, animated look.
What file formats should I use to export clothes into Unreal Engine 5 for MetaHuman?
When exporting clothing from your modeling software to Unreal Engine 5 for use with MetaHumans, choosing the right file format ensures that geometry (and possibly other data like materials or animation) comes through correctly. The primary formats to consider are:
Format | Use Case and Notes |
---|---|
FBX (Filmbox) | Best for rigged skeletal meshes. FBX is the most common format for bringing characters and clothing into Unreal. If your clothing is skinned to a skeleton (which MetaHuman clothes should be), export as FBX with the skeleton. FBX supports bone weights, joint hierarchies, and even blendshapes. When you import an FBX to Unreal, it can create a Skeletal Mesh asset directly. |
OBJ (Wavefront Object) | Static mesh geometry only (no rig). OBJ can be used to export the pure mesh of the clothing. This is useful if you modeled the clothes and want to skin them in Unreal or another tool. You would import OBJ as a Static Mesh in UE. |
USD / USDZ (Universal Scene Description) | Emerging format for advanced workflows. USD can contain mesh, materials, skeletal rig, and even physics data. Unreal Engine has USD import plugins and starting with UE5.4, an improved USD pipeline. |
Alembic (.abc) | Baked simulation or groom data. Alembic is not typically used for static clothing assets, but rather for cached animations. In Unreal, Alembic imports as a Geometry Cache or Skeletal Mesh with baked morphs for each frame. |
FBX is the go-to for rigged clothing, USD for advanced pipelines, OBJ for static meshes, and Alembic for pre-baked animations. Ensure correct scale and material setup during export.

How do I prevent clipping issues with MetaHuman clothing in animated scenes?
Clipping, where the MetaHuman’s body or clothing intersects, can be minimized with these strategies:
- Hide or remove the underlying body mesh under clothing: This is the most direct way to stop body parts from showing through. Apply transparency masks to covered areas. Remove hidden polygons in 3D software. Reduces vertex count for performance. Mimics MetaHuman’s outfit-specific bodies.
- Use physics collisions and adjust cloth simulation: When using Chaos Cloth or any simulation, ensure the cloth collides with the body. Set up physics asset colliders for body parts. Increase collider size to push cloth out. Enable self-collision for cloth. Tune substeps for fast motions.
- Tweak skin weights at trouble spots: If a part of the clothing consistently clips during certain animation poses, it might be that the skin weighting could be adjusted. Adjust weights to avoid cloth collapse. Focus on joints like shoulders. Test animations to identify issues. Prevents intersection during movement.
- Use Mesh Distance Fields or special masking techniques: This is an advanced trick – Unreal Engine supports an approach to mask out pixels of the body inside the clothes using distance fields or custom depth stencils. Use plugins like Mutable for dynamic clipping. Clip body mesh with clothing volume. Eliminates pixel-level clipping. Ideal for runtime outfit switching.
- Ensure proper fitting of the garment: It might sound obvious, but make sure the clothing model actually fits the MetaHuman properly in the bind pose. Add slight offset to avoid tight fits. Design with cloth thickness in mind. Adjust in Marvelous Designer for fit. Prevents clipping at rest.
Combining body mesh management, physics collisions, and weight tweaks prevents clipping. Testing extreme poses ensures robust animation results.
Are there clothing packs available for MetaHuman animation projects?
Yes, there are clothing packs specifically designed for MetaHumans available on marketplaces and through Epic’s sample content. Here are some sources and examples:
- Unreal Engine Marketplace (now Fab): There are many asset packs on the Marketplace tagged for MetaHumans. Includes modular casual and fantasy outfits. Rigged to MetaHuman skeletons. Offers textures and Blueprints. Fits specific body types.
- Epic Sample Projects and Free Content: Epic Games has released some sample projects that include MetaHuman clothing. City Sample provides modern outfits. MetaHuman Creator offers default clothing. Mix and match for variety. Reusable in projects.
- Third-Party Marketplaces: Apart from Epic’s marketplace, there are creators selling MetaHuman clothing on other platforms like ArtStation, CGTrader, etc. Offers historical or specialized uniforms. Rigged for MetaHuman compatibility. Available on independent storefronts. Centralized on Fab platform.
- Free community content: Check the Unreal Engine forums or community pages. Developers share free outfit assets. Often prototypes or test kits. Found on forums or community pages. Requires compatibility checks.
Clothing packs save time and ensure animation compatibility. Verify body type fit and tweak for clipping to achieve seamless integration.

How do I create realistic fabric movement for MetaHuman clothes in animations?
Realistic fabric movement for MetaHuman clothes requires physics simulation and visual fidelity:
- Use Cloth Simulation (Chaos Cloth) with proper tuning: Simply enabling cloth simulation isn’t enough; you need to fine-tune the physical properties to match the type of fabric. Adjust mass, stiffness, and damping for fabric type. Test animations to refine motion. Ensure smooth substepping for fast movements. Mimics real-world fabric behavior.
- Incorporate inertia and overlap in animation: If you’re hand-animating or using mocap, keep in mind where cloth will react. Add pauses for physics overlap. Use mocap with natural overshoots. Simulate secondary motion for realism. Enhances dynamic cloth response.
- Leverage UE’s Chaos Cloth Wind and environmental interaction: Unreal allows you to add Wind sources which affect cloth. Apply gentle wind for subtle movement. Keyframe wind for dramatic effects. Enable environmental collisions for realism. Adds dynamic fabric motion.
- High quality simulation for cinematics: If you’re making a cinematic (non-real-time), you can afford expensive simulation or even offline simulation. Record simulation to geometry cache. Use high substeps for stability. Import Alembic for precise motion. Ensures artifact-free cinematics.
- Consider the Machine Learning Deformer for cloth wrinkles: Unreal Engine has a feature called ML Deformer that can be trained to provide realistic deformations driven by machine learning. Train for pose-based wrinkles. Adds fine details in real-time. Requires setup but GPU-efficient. Enhances high-end realism.
Realistic fabric movement combines tuned physics, environmental interactions, and proper shaders. Testing and referencing real cloth ensures lifelike animation results.
Can I use custom clothing assets with MetaHuman Animator or motion capture data?
Custom clothing works seamlessly with MetaHuman Animator and motion capture data, as it follows the skeleton like default clothing:
- MetaHuman Animator (facial animation): This tool drives the facial rig of a MetaHuman from an actor’s performance. Animates face and head bones. Clothing follows head for hoods or accessories. No interference with body clothing. Works with standard rigging.
- Full-body motion capture data: If you have mocap for the body, you typically apply that to the MetaHuman via Live Link or by retargeting to the MetaHuman skeleton. Clothing follows skeleton via bone transforms. Supports keyframe or mocap animations. Simulate cloth for secondary motion. Compatible with custom outfits.
- No special steps required for Animator + clothes: There’s no unique pipeline here – import/attach your custom clothing as we described earlier, and then animate the MetaHuman through Animator or imported animations. Clothing animates with standard setup. Animator outputs bone transforms. Reuse clothing across animations. Simplifies workflow integration.
- Reusing custom assets across animations: If you’ve gone through the process of adding custom hair or clothing, you’ll be happy to know you can reuse them with multiple animations. Use same outfit for dialog or dance scenes. Compatible with any animation input. Maintains setup across projects. Ensures asset versatility.
- Be mindful of extreme motions or postures: One thing to watch: if your mocap or animation has the character do something unexpected, the custom clothes might require extra setup. Test for clipping in acrobatic moves. Add collisions for ground interactions. Tune cloth simulation for stability. Prepares for extreme animations.
Custom clothing integrates effortlessly with MetaHuman Animator and mocap, requiring only proper skeleton rigging. Animation sources drive the character without additional setup.

How do I rig clothing to match a MetaHuman skeletal mesh?
Rigging clothing for MetaHumans involves binding a clothing mesh to the MetaHuman’s skeleton for proper deformation during movement. This process mirrors standard CG character rigging but includes MetaHuman-specific steps to ensure compatibility and quality.
To begin, export the MetaHuman’s skeletal mesh as an FBX, including the skeleton, or use the provided MetaHuman_Base_Skeleton in your 3D software like Blender or Maya. Import the body mesh for reference during weight transfer. Model or position the clothing mesh to align with the MetaHuman’s default A-pose, ensuring correct orientation. Bind the clothing to the skeleton using skinning tools, transferring weights from the body mesh for efficiency. Refine weight painting to address issues in areas like armpits or shoulders, testing in extreme poses. Limit bone influences to four per vertex, excluding unnecessary bones like facial ones. Export the rigged clothing as FBX, import into Unreal using the MetaHuman skeleton, and test with animations.
This process ensures the clothing moves seamlessly with the MetaHuman. Tools like Chaos Panel Cloth in UE5.4 can simplify in-editor weight transfer, enhancing workflow efficiency. Rigging requires precision, especially in weight painting, to avoid artifacts and ensure compatibility with cloth physics for dynamic animations.
- Obtain the MetaHuman skeleton and body mesh: Export the MetaHuman skeletal mesh as FBX or use the MetaHuman_Base_Skeleton. Import into 3D software like Blender or Maya. Include the body mesh for weight reference. Ensures accurate rigging setup.
- Position the clothing mesh with the skeleton: Align the clothing mesh with the MetaHuman’s A-pose. Match the skeleton’s orientation. Ensure proper fit over the body. Prepares for binding.
- Bind (Skin) the clothing to the skeleton: Use skinning tools to bind clothing to the skeleton. Transfer weights from the body mesh. Adjust automatic weights if needed. Saves time and ensures accuracy.
- Refine weight painting: Adjust weights in areas like armpits or shoulders. Test in extreme poses to ensure proper deformation. Smooth weights to avoid jagged artifacts. Enhances visual quality.
- Areas like armpits, crotch, and shoulders often need extra tweaking: Focus on complex joint areas. Ensure smooth transitions across body parts. Prevent clipping or stretching. Improves realism.
- Ensure that rigid parts are mostly weighted to one bone: Weight belts or armor to single bones. Avoids rubbery deformation. Maintains structural integrity. Suits hard surfaces.
- For long garments, you might initially weight them to follow the legs/pelvis: Weight dresses to pelvis for base movement. Allows cloth simulation later. Ensures stable starting deformation. Supports dynamic effects.
- Use smoothing tools to eliminate harsh weight changes: Apply smoothing in 3D software. Prevents jagged deformations. Ensures natural movement. Enhances cloth behavior.
- Maintain bone influence limits: Limit each vertex to four bone influences. Prune stray weights from irrelevant bones. Matches UE’s default settings. Ensures clean deformation.
- Rigging special cases: Rig straps or buckles to nearby bones. Avoid adding extra bones to maintain compatibility. Use cloth simulation for dangling parts. Simplifies integration.
- Export and test in Unreal: Export clothing as FBX with the skeleton. Import into Unreal, assign MetaHuman skeleton. Test with animations to verify deformation. Iterate if issues arise.
Proper rigging ensures clothing deforms naturally with MetaHumans, minimizing artifacts. Tools like Chaos Panel Cloth streamline in-editor adjustments, enhancing efficiency.

Is there a difference between static and simulated clothing in MetaHuman animations?
Yes, there’s a significant difference between static clothing (fully rigged to the skeleton with no physics) and simulated clothing (which uses cloth physics) in how they behave in animations, and each has its uses:
- Static Clothing (Rigged, Non-simulated): Static clothing moves entirely with the skeleton, ensuring stability. It’s ideal for tight-fitting garments, avoiding physics-related glitches. However, it can appear stiff, lacking secondary motion. Suits performance-sensitive scenarios.
- Simulated Clothing (Physics-enabled): Simulated clothing uses Chaos Cloth for dynamic movement, adding realism. It reacts to forces, enhancing flowy garments like capes. Requires careful tuning to avoid clipping or jitter. Computationally expensive but visually organic.
- Hybrid approach: Combines static and simulated elements for balance. Upper parts remain static for stability, while lower parts simulate for realism. Uses gradient painting in Unreal. Optimizes performance and visuals.
- Differences in workflow and outcome: Static clothing requires only weight painting, ensuring consistency. Simulated clothing needs physics setup, offering dynamic variation. Static is predictable, simulated is realistic. Hybrid balances both.
Static clothing ensures predictable movement, ideal for performance-critical scenes, while simulated clothing adds lifelike dynamics, requiring more setup. A hybrid approach often balances realism and stability for MetaHuman animations.
How do I switch outfits for a MetaHuman during different animation sequences?
Switching outfits for a MetaHuman during animation sequences involves using multiple blueprints or dynamically swapping skeletal meshes to achieve seamless transitions. This approach leverages Unreal’s modular skeletal mesh system for flexibility in cinematic or interactive contexts.
For separate sequences, create duplicate MetaHuman blueprints with different outfits, reusing the same skeleton for animation retargeting. This avoids runtime switching, simplifying non-interactive cinematics. For dynamic changes within a sequence, swap skeletal mesh components via Blueprints, ensuring the new mesh uses the same skeleton to maintain animation continuity. Hide or toggle visibility of meshes to mask transitions, using effects like particles for visual polish. Modular outfit structures allow partial swaps, like removing a jacket, while transitional animations or camera cuts enhance narrative flow. In games, inventory systems can trigger similar mesh swaps for real-time outfit changes.
This method ensures smooth outfit transitions without disrupting animations. Careful planning of mesh swaps and visual effects maintains immersion, making MetaHuman outfit changes appear natural and seamless.
- Multiple MetaHuman blueprints/characters: Create duplicate blueprints for each outfit. Use for separate sequences. Reuses skeleton for animation retargeting. Simplifies cinematic workflows.
- Swapping Skeletal Mesh components at runtime: Swap clothing meshes via Blueprints during animation. Ensure same skeleton for continuity. Toggle visibility to mask transitions. Enables dynamic changes.
- In Blueprints, you can call Set SkeletalMesh: Use Set SkeletalMesh to change clothing mesh. Swap torso, legs, or shoes. Maintains animation state. Instantaneous if aligned.
- Ensure when you swap that the new meshes are using the same skeleton: Match skeleton to avoid pose pops. Align meshes spatially. Prevents visual glitches. Ensures smooth transitions.
- Alternatively, you can have both outfits’ meshes present: Keep outfits as hidden components. Toggle visibility for swaps. Disable simulation on hidden meshes. Saves performance.
- If using uDraper or similar plugins: Use plugins for runtime cloth wrapping. Simplifies dynamic changes. Supports simulation toggling. Enhances interactivity.
- Prepare transitional animations or effects: Use cuts or particle effects to mask swaps. Smooths visual transitions. Enhances narrative flow. Avoids abrupt changes.
- Modular outfit structure: Separate outfits into logical pieces. Toggle individual components like jackets. Supports partial swaps. Maintains modularity.
- Keep skeleton and animation continuous: Swap meshes without resetting animation. Use same Animation Blueprint. Prevents pose interruptions. Ensures fluid motion.
Unreal’s mesh-swapping capabilities enable flexible outfit changes for MetaHumans. Strategic transitions ensure visual coherence in animations or interactive scenarios.

Can I animate accessories like capes, jackets, or dresses on MetaHuman in UE5?
Yes, accessories and over-garments like capes, open jackets, long dresses, etc., can be animated on a MetaHuman in UE5 – these are essentially just additional pieces of clothing, often requiring physics to move naturally. Here’s how you handle some of these specific cases:
- Capes: Rig cape tops to shoulder bones, simulate the rest with Chaos Cloth. Use collision capsules to prevent body clipping. Adjust tether stiffness to control stretch. Physics handles dynamic motion.
- Jackets (open front or coat): Rig upper jacket to skeleton, simulate front flaps or tails. Ensure shoulder weights follow arm motion. Use collision to avoid leg clipping. Adds realistic sway.
- Dresses and Skirts: Rig tight dresses statically, simulate flowy ones with Chaos Cloth. Use thigh colliders to prevent clipping. Adjust clamp lengths for control. Enhances dynamic flow.
- Belts, scarves, jewelry: Rig belts statically, simulate scarves like capes. Use cloth or joints for necklaces. Attach to relevant bones. Balances simplicity and dynamics.
- Shoes, hats, props: Attach statically to feet or head bones. Simulate floppy hat brims lightly. Use sockets for props. Ensures stable movement.
Accessories are rigged like clothing, with physics for dynamic motion. Chaos Cloth and proper collision setups ensure convincing animations for MetaHuman accessories.
What tools help optimize cloth simulation performance in animated scenes?
Cloth simulation can be performance-intensive, so when animating MetaHumans (especially in real-time or with multiple characters), you’ll want to optimize. Several tools and techniques can help:
- Cloth LODs (Level of Detail): Use LODs to disable or simplify cloth simulation at distance. Lower LODs use pre-baked poses or reduced meshes. Saves CPU for distant characters. Defined per LOD in Unreal.
- Profile and reduce physics cost: Profile with Unreal’s stat ChaosCloth to identify bottlenecks. Simplify meshes or reduce colliders. Use single-sided simulation where possible. Lowers CPU usage.
- Chaos simulation parameters: Adjust iterations, substeps, and collision priorities. Enable local space simulation for stability. Lower tick rate for minor performance gains. Optimizes simulation efficiency.
- Use capsule shadows instead of detailed cloth collision: Limit cloth collisions to character body, not environment. Reduces collision calculations. Accepts minor clipping. Prioritizes performance.
- Geometry Cache for cinematics: Bake cloth simulation into geometry caches for cutscenes. Plays as animation, not physics. Saves CPU at cost of memory. Ideal for non-interactive scenes.
- Use specialized plugins or ML deformer for better performance: Use Style3D or ML Deformer for efficient cloth. ML Deformer pre-trains for fast runtime. Suits multiple characters. Advanced but effective.
- Limit the number of simultaneously simulating characters: Simulate cloth only for nearby characters. Freeze distant ones or use static poses. Managed via LOD or scripting. Balances performance.
- Optimize clothing assets themselves: Use single-sided cloth to reduce vertices. Simulate only outer layers, constrain inner ones. Minimizes collision checks. Simplifies assets.
- Asynchronous simulation: Enable Async Cloth for multi-threaded physics. Decouples simulation from game thread. May lag slightly but boosts frame rate. Enabled by default in UE5.
Optimizing cloth simulation involves balancing realism and performance. Tools like LODs, profiling, and baking ensure efficient MetaHuman animations.

How do I texture and shade clothes for animated MetaHuman characters?
Texturing and shading clothes is about making the fabrics look believable under lighting, which is crucial once the clothes are moving in your animation. The process involves creating good texture maps and using appropriate material settings/shaders in Unreal:
- UV Unwrap and Bake maps: UV unwrap clothing for minimal stretching. Bake diffuse, roughness, metallic, normal, and opacity maps. Normal maps add detail like wrinkles. Ensures high-quality textures.
- Create realistic fabric materials: Use PBR with Cloth Shading Model for fuzz effect. Set low roughness for silk, higher for cotton. Add subsurface for thin fabrics. Mimics light scattering on fibers.
- Two-sided materials: Enable two-sided rendering for thin fabrics like shirts. Renders inner surfaces correctly. Doubles render cost, so use selectively. Alternatives include modeling thickness.
- Dynamic wrinkles and detail normal maps: Use static normal maps for wrinkles in neutral poses. Blend dynamic wrinkle maps based on bone rotations. Enhances realism in deformations. Complex but impactful.
- Texture resolution and detail: Use 2K/4K textures for hero outfits, 1K for background. Add detail textures for close-up fabric weave. Maintains crispness without large textures. Optimizes performance.
- Shading consistency with environment: Test materials under scene lighting. Adjust roughness or fuzz for correct response. Ensures visual coherence. Prevents flat or overly shiny looks.
- Utilize masks for variation: Use texture masks for mixed materials like leather and fabric. Assign different shading properties via masks. Simplifies material management. Enhances visual variety.
- Animation-specific considerations: Ensure textures don’t stretch during simulation. Use high-resolution sim or forgiving designs. Add AO for folds. Maintains detail in motion.
- Use Material Instances: Create a master material, then instances for each garment. Tweak colors or roughness easily. Reduces shader duplication. Streamlines adjustments.
Realistic texturing and shading enhance animated MetaHuman clothing. The Cloth Shading Model and optimized textures ensure convincing visuals under dynamic lighting.
Can I use third-party marketplace clothing assets for MetaHuman animation?
Yes, you can use third-party marketplace clothing assets with MetaHumans, often with a bit of adaptation. Here’s how to make the most of marketplace assets:
- Ensure skeleton compatibility: Assign MetaHuman_base_skel to mannequin-rigged assets. Retarget animations if needed. Many assets are Epic Skeleton-compatible. Ensures animation compatibility.
- Fitting and scaling: Adjust asset proportions in 3D software to match MetaHuman body. Use morphs or lattice modifiers if provided. Prevents clipping or gaps. Ensures proper fit.
- Weight paint adjustments: Test deformations with MetaHuman animations. Tweak weights for issues like sleeve clipping. Use UE’s Weight tool or Blender. Enhances deformation quality.
- Materials and look: Update asset materials for visual consistency. Apply Cloth Shading Model if needed. Match MetaHuman lighting response. Unifies aesthetic.
- Facial and finger bones: Ignore facial bones for body outfits. Map weights to body bones only. Handle simpler rigs via retargeting. Simplifies binding.
- Convert static props to skeletal if needed: Attach static meshes to sockets for rigid pieces. Skin soft props for deformation. Ensures proper animation. Adapts accessories.
Marketplace assets expand MetaHuman clothing options with some integration effort. Retargeting and fitting ensure seamless animation compatibility.

Where can I find tutorials on animating MetaHuman characters with clothes in Unreal Engine 5?
There are numerous resources available online to help you learn how to animate MetaHumans with clothing in UE5. Here are some reliable places to find tutorials:
- Epic Games Official Documentation and Learning Portal: Epic’s Developer Community offers tutorials like “Custom Clothes for MetaHuman.” Covers importing and setup. Includes Chaos Cloth documentation. Great starting point.
- Unreal Engine Forums (Community Tutorials section): Community guides like “Unlocking MetaHuman Customization” detail outfit workflows. Q&A threads provide solutions. Active user base. Practical for troubleshooting.
- YouTube channels and videos: Find videos like “Import Marvelous Designer clothes for MetaHuman.” Channels like JSFILMZ cover cloth simulation. Recent UE5 content. Visual and accessible.
- MetaHuman clothing import tutorials: Show MD to UE5 workflows. Step-by-step guides. Focus on practical setup. Widely available.
- Chaos Cloth tutorials: Demonstrate weight painting and physics. Apply to MetaHumans. Cover simulation tuning. Useful for dynamics.
- Specific scenario tutorials: Address capes or outfit switching. Targeted solutions. Often user-driven. Solve niche issues.
- Online Courses or MOOCs: Udemy or YouTube courses include MetaHuman sections. Check syllabi for clothing topics. Often comprehensive. Free options exist.
- 80.lv Articles: Feature artist workflows on MetaHuman clothing. Cover tools like Style3D or Blender add-ons. Industry insights. Technical depth.
- Community Discords and Reddit: Unreal Slackers or r/unrealengine share tutorials. Search or ask for recommendations. Community-driven. Up-to-date finds.
Tutorials from Epic, YouTube, and communities provide comprehensive guidance. Combining general cloth and MetaHuman-specific resources ensures effective learning for animation workflows.
Now that we’ve covered all the topics from adding clothes to advanced techniques, you should be well-equipped to dress up your MetaHumans and animate them convincingly in Unreal Engine 5. From software tools for creating garments to physics simulations that bring them to life, the workflow can be complex but is very rewarding when you see a character’s outfit moving naturally on screen. Below is a quick FAQ to address some common questions and concerns.
FAQs
- Can I change a MetaHuman’s outfit after creating it in MetaHuman Creator?
MetaHuman Creator only lets you swap its built-in clothing presets in the web tool. For custom outfits, export your character to Unreal Engine. There, import or create new clothing meshes and rig them to the MetaHuman skeleton. All outfit changes beyond presets happen inside Unreal, not in the Creator. - Do MetaHumans come with default clothing assets I can use?
Yes each MetaHuman includes the default outfit(s) you chose in Creator, already rigged for animation. Epic has released some sample outfits in demo and City Sample projects. The variety in Creator is limited, so for more options you’ll turn to custom or Marketplace assets. Use the defaults as-is if they meet your needs, or extend via Unreal. - Is Marvelous Designer necessary to create MetaHuman clothes?
Marvelous Designer is optional you can model clothes in Blender, Maya, 3ds Max, or any 3D tool. Marvelous speeds up realistic, pattern-based garment creation with cloth simulation. Many artists generate base garments in Marvelous and refine them elsewhere, but pure polygon modeling works too. Free alternatives and Blender’s built-in cloth physics can produce good results without Marvelous. - How can I get a MetaHuman’s body into Blender or Maya to model clothes around it?
- Export the body skeletal mesh from Unreal: right-click the mesh in the Content Browser → Asset Actions → Export to FBX.
- Use Marvelous Designer 12+ built-in MetaHuman avatars to skip manual export steps.
- Install community tools like MetaHuman Blender Tools to automate import via Quixel Bridge exports.
- In your DCC, use the imported body mesh and skeleton as a reference for modeling and fitting clothes.
- Should I simulate cloth in Unreal or in the 3D software (Blender/Maya) and import the animation?
Use Unreal’s Chaos Cloth for real-time, interactive scenarios and dynamic response to animation changes. External simulators (Maya nCloth, Blender) can bake high-quality Alembic caches ideal for specific cinematic shots. UE5 imports Alembic caches but they won’t adapt to new animations without re-simulating externally. A hybrid workflow rough sim in Unreal, final high-res sim in DCC often delivers the best balance. - Do I need to create LODs for MetaHuman clothing?
Yes especially for games or scenes with many characters, LODs prevent full-detail cloth from simulating at all distances. Manually craft simpler LOD meshes (remove details, reduce poly count) and adjust cloth sim per LOD. Or use Unreal’s automatic LOD generator to produce lower-detail versions and disable sim on distant LODs. For cinematics or always-close work, you may opt for fewer LODs if performance isn’t critical. - My MetaHuman’s body is poking through the clothes occasionally. What can I do?
- Hide underlying body parts with transparent materials or masks for areas under garments.
- Tweak the skin weights or adjust the pose slightly to reduce intersections.
- Increase cloth collision thickness or realign the physics asset to improve collision accuracy.
- Uniformly scale the clothing mesh by 1–2% to prevent clipping, or use morph targets for specific frames.
- Can I use Blender’s cloth simulation and then use that animation in Unreal?
Yes you can export your MetaHuman animation as FBX, import into Blender, and run cloth sim on the outfit. Then export the simulated cloth as an Alembic cache and import it into UE5 as a Geometry Cache. This leverages Blender’s cloth tools for features or quality levels not available in Chaos Cloth. Remember any animation changes require re-simulating in Blender to update the cache. - Are MetaHuman clothes compatible across different MetaHumans?
Clothes interchange seamlessly between MetaHumans sharing the same body type and gender. They use identical skeletons and body templates, so rigs match out of the box. Different body types (e.g., tall male vs. short female) need scaling or refitting in a DCC. Best practice is to target clothing assets to the specific MetaHuman body template. - What is the best practice for animating a MetaHuman with a lot of cloth parts (e.g., a character in a flowing robe with a cape)?
- Divide clothing into separate cloth assets so you can fine-tune simulation settings per section.
- Ensure robust collision setup between each cloth piece and the character mesh (Chaos supports self-collision).
- Prioritize simulating the most impactful garments; consider disabling sim on secondary pieces if performance drops.
- Optionally keyframe major motions (e.g., cape fling) and let cloth sim handle secondary dynamics for dramatic effect.

Conclusion
Animating MetaHumans with clothing in Unreal Engine 5 covers the end-to-end workflow designing or acquiring garments, rigging them to the MetaHuman skeleton, applying cloth physics for lifelike movement, and optimizing shading and performance using tools like Marvelous Designer and Chaos Cloth.
- Preparation is crucial: well-modeled, properly rigged clothing and weight-transfer techniques save headaches later.
- Unreal Engine 5’s cloth tools (Chaos Cloth) and plugins like uDraper enable real-time secondary motion capes flutter, skirts sway, hair bounces.
- Optimization and troubleshooting (clipping fixes, LODs, caching, ML Deformers) keep even complex outfits running smoothly.
- A rich set of resources, official guides, community tutorials, and Marketplace assets accelerates your workflow and helps avoid pitfalls.
- Integration with animation workflows: custom clothing works seamlessly with MetaHuman Animator and mocap for cinematic and interactive fidelity.
Embark on your creative journey, experiment with different tools and techniques, and you’ll discover that the combination of MetaHumans and custom clothing opens up a world of storytelling possibilities. Your digital humans will not just look like real people, but also move and dress like them, capturing the nuances that make characters truly memorable. Happy animating!
Sources:
- Epic Games, MetaHuman and Cloth Simulation Documentation – Unreal Engine uses the Chaos solver for cloth, allowing in-editor authoring of clothing physicsdev.epicgames.com.
- Epic Games GDC 2024 Blog – Marvelous Designer integration – Describes how MD enables anyone to create 3D clothing with accurate simulation, now integrable with UE5.4unrealengine.comunrealengine.com.
- Unpicked3366 (Medium) – Custom Clothes to MetaHumans Guide – Tips on creating and skinning outfits, e.g., skin the outfit then add cloth sim in UE for realismmedium.com.
- Unreal Marketplace Asset – Meta Female Casual Outfits – Example of marketplace pack tailored for MetaHuman skeleton (female, tall normalweight)unrealengine.com and note on assigning MetaHuman skeleton to outfits for animationsunrealengine.com.
- BlenderMarket – PixelHair for Blender & UE5 – Confirms PixelHair hairstyles can be exported to UE and used with any MetaHuman, providing realistic hair solutionsblendermarket.com.
- Epic Developer Community Tutorial – Chaos Cloth Tool Overview – Covers painting cloth in-editor and leveraging Chaos physics for real-time cloth on charactersdev.epicgames.comdev.epicgames.com.
- Epic Games Forum – MetaHuman body mesh and clothing – Discusses how MetaHuman body parts are hidden based on clothing and solutions to hide body under custom outfitsforums.unrealengine.comforums.unrealengine.com.
- Epic Blog – State of Unreal 2024 (MetaHuman Cloth) – Highlights machine-learning cloth deformation for high-fidelity cloth motion in gamesunrealengine.com and new USD workflow for clothingunrealengine.com.
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