UE5 MetaHuman Clothing Rigging Repair -- 2
Budget: $30 – $40 USD
I am looking for an experienced UE5 technical artist with strong knowledge of MetaHuman rigging and clothing weight transfer.
I have two MetaHuman clothing assets (female pantyhose and stockings) that are currently experiencing deformation issues. The meshes are clipping and not properly deforming around key joints such as the knees and hips.
The original asset documentation indicates that manual weight binding is required for correct deformation. The goal of this task is to fix the rigging so the garments behave correctly as fully usable MetaHuman clothing assets.
Task Overview:
You will repair and refine the weight painting of the provided clothing meshes by transferring accurate skin weights from the standard MetaHuman female body to the garments.
The goal is to ensure clean deformation across all animations, especially in high-flex areas like knees, hips, and lower legs.
Technical Requirements:
- Weight transfer must be based on the standard MetaHuman female body proportions (average build).
- Garments must deform correctly across multiple body types, including:
- Average height / average weight
- Average height / underweight
- Tall height / average weight
- Tall height / underweight
- Full lower-body skeletal deformation must be supported (hips, thighs, knees, calves, ankles, feet).
- No mesh tearing, stretching, or clipping during animation playback.
- Assets may include variations (e.g., flat feet vs. high heels). Each variant must be correctly weighted.
- Important: Do not modify UV maps, material slots, or material instances. Only vertex weights should be adjusted.
Deliverables:
Milestone 1 – Visual QA
Before final delivery, provide a short screen recording showing:
- The corrected garments applied to the MetaHuman base body
- A walk cycle animation
- A crouch or deep bend animation
- Clear demonstration of proper knee and hip deformation
Milestone 2 – Final Delivery
- Fully fixed and tested UE5 assets (.uasset or project folder)
- Ready for integration into a UE5 MetaHuman pipeline
Notes:
- Start proposal "MetaHuman"
- The fix must be production-ready and compatible with UE5 MetaHuman workflow.
- Final milestone will be approved after successful local testing of deformation and material integrity.
I have two MetaHuman clothing assets (female pantyhose and stockings) that are currently experiencing deformation issues. The meshes are clipping and not properly deforming around key joints such as the knees and hips.
The original asset documentation indicates that manual weight binding is required for correct deformation. The goal of this task is to fix the rigging so the garments behave correctly as fully usable MetaHuman clothing assets.
Task Overview:
You will repair and refine the weight painting of the provided clothing meshes by transferring accurate skin weights from the standard MetaHuman female body to the garments.
The goal is to ensure clean deformation across all animations, especially in high-flex areas like knees, hips, and lower legs.
Technical Requirements:
- Weight transfer must be based on the standard MetaHuman female body proportions (average build).
- Garments must deform correctly across multiple body types, including:
- Average height / average weight
- Average height / underweight
- Tall height / average weight
- Tall height / underweight
- Full lower-body skeletal deformation must be supported (hips, thighs, knees, calves, ankles, feet).
- No mesh tearing, stretching, or clipping during animation playback.
- Assets may include variations (e.g., flat feet vs. high heels). Each variant must be correctly weighted.
- Important: Do not modify UV maps, material slots, or material instances. Only vertex weights should be adjusted.
Deliverables:
Milestone 1 – Visual QA
Before final delivery, provide a short screen recording showing:
- The corrected garments applied to the MetaHuman base body
- A walk cycle animation
- A crouch or deep bend animation
- Clear demonstration of proper knee and hip deformation
Milestone 2 – Final Delivery
- Fully fixed and tested UE5 assets (.uasset or project folder)
- Ready for integration into a UE5 MetaHuman pipeline
Notes:
- Start proposal "MetaHuman"
- The fix must be production-ready and compatible with UE5 MetaHuman workflow.
- Final milestone will be approved after successful local testing of deformation and material integrity.