Deform Graph Mesh Proxy
发布于:2024-11-21
Function Description
In the presence of the following assets:
Character base model skeleton mesh
Character skeleton mesh with clothing (high-poly model)
The DeformerGraph process can streamline the workflow by eliminating the need for high-poly model unwrapping, material modification, and re-skinning after splitting the high-poly model.
For non-DeformerGraph mesh proxies, it's necessary to split out the high-poly model for clothing simulation and for use as collision bodies.
After splitting the high-poly model, the UV topology is disrupted, requiring the creation of new materials for the high-poly model.
After splitting the high-poly model, manual re-skinning of the high-poly model used as collision bodies is required.
The DeformerGraph process also offers higher performance advantages compared to non-DeformerGraph mesh proxies.
Usage Steps
1. Preparation
● UE version >= 5.2
● Style3D plugin (V2.1.0) installed, along with the following plugins:
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● Character Assets:
Collision bodies (meshes excluding fabrics) | High-poly characters with clothing | Clothing simulation meshes |
|---|---|---|
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● Can be nude models ● Can include armor, weapons, accessories, etc., which will also collide with fabrics during simulation | ● Complete character high-poly model ● Includes all renderable parts such as clothing, accessories, etc. | ● Select the clothing parts to be simulated from the high-poly model, remove detailed topology such as surface wrinkles, and obtain cloth pieces for simulation. |
2. Character Component Structure
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Component | Configured Model | Functionality |
|---|---|---|
| Collision body for garments (naked model, or with additional collision parts) | Collision with parts of garments, receives input from character animations |
| Complete high-poly character | Rendering display |
| Clothing solver mesh | Cloth simulation |
3.Main Skeleton Mesh

Sub SkeletalMesh Components Animation Blueprint

● Create Animation Blueprint
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Animation Blueprint Setup
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● Configure Deformer

4. Style3D Component
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Setting up Patch Skinning Blend
● Attach patches by setting up skinning blend for patches
Setting up Mesh Proxy
● Configure full skeletal mesh in Clothing Rendering Proxy (consistent with Sub SkeletalMesh Components above)
● Operations for Mesh Proxy: Bind -> Modify Proxy Relationships
Setting up Deformer Graph Mode
● Check Use Deformer Graph Mode, Remove Mesh Section Wrapmap Index Groups Without Calculated Meshes,then click Bind again
● Hide Cloth Piece and Render Proxy
● Save

Run in Editor Add different animation assets under the main skeleton mesh and observe the effects.

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