Creating UE4 Physics Asset in iClone

Mar 04, 2022 at 08:15 am by nemirc


Hello and welcome to another quick Reallusion + Unreal Engine tutorial. This time I would like to share a very simple, yet very useful, tip when using your CC3 characters in Unreal Engine.

In Unreal Engine, you must use a Physics Asset for different things, like collision detection, cloth simulation and shadow casting. In the past, I decide between using the Physics Asset generated during import, or creating my own, depending on the need. For example, if I need cloth simulation (like I’ve explained in the past), I make my own. Else, I just leave the default one.

When you export your character from iClone, you can actually “pre-create” your Physics Asset right inside iClone. If you select your character and then click on the Collision Shape button in the Modify tab, it will bring up a window where you can modify the collisions used for hair and cloth simulation. If you check the “Show Active Shapes” checkbox, you will see the entire set of collisions, which looks exactly like the Physics Asset generated in Unreal Engine when you import your character.

For this exercise I simply edited the chest area, adding spheres for the breasts and moving the ribcage collision a little bit. You can see the result below.

And then I imported the character into UE4. The following image shows the Physics Asset generated during import. As you can see, this is the same setup I had in iClone.

For reference, if you simply import the character into UE4 (from either CC3 or iClone without any collisions tweaking).

Another thing you can do is store your collision setup to be reused in other characters. This will save you a lot of time if you need to repeatedly setup your collisions for specific things (like I do with the skirts).

Sections: Tips + Tutorials




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