UE5 MetaHuman Clothing Rigging Repair - Nylons & Stockings Weight Transfer
Budget: $50 – $100 USD
MANDATORY VETTING:
I apologize for this extra step, but due to the massive amount of AI-generated bot responses on this platform, I need to verify that you are a human who actually understands MetaHuman rigging.
To be considered for this contract, please start your proposal with the answer to this technical question: In the standard UE5 MetaHuman skeleton, what is the exact name of the parent bone that the left and right thigh bones (thigh_l and thigh_r) connect to?
(Proposals that do not start with the correct bone name will be immediately deleted without being read).
Project Overview:
I require a Technical 3D Artist/Rigger to repair and integrate a set of 3D wardrobe assets into Unreal Engine 5.7.
The project involves 8 distinct, production-ready hosiery assets (4x Nylons, 4x Pantyhose) derived from 4 specific base skeletal mesh templates (Templates 02, 03, 06, and 07). Please note that these mesh variations include different footwear shapes (e.g., flat feet vs. high heels) which must be accounted for during weight transfer.
The Technical Issue:
The raw vendor assets are skeletal meshes that contain default skeletons incompatible with the UE 5.7 MetaHuman framework. Attempting to use the included skeletons causes integration and clipping issues. We must strip the vendor skeletons entirely and rig the meshes directly to official UE 5.7 MetaHuman skeletons.
Required Workflow & Tasks:
Phase 1: 1:1 Visual Mapping (Immediate Task)
The raw assets lack documentation specifying which exact MetaHuman body types they were sculpted for.
Action: You will overlay the 4 skeletal mesh templates onto the standard MetaHuman female bodies in your 3D software.
Deliverable: Provide a strict 1:1 map confirming exactly which official MetaHuman body proportion (e.g., f_med_nrw, f_tal_unw) perfectly fits each of the 4 templates without scaling.
Phase 2: Rigging & Integration
Once the 1:1 map is approved, you will proceed with the following on all 8 assets:
Skeleton Swap: Delete the original vendor armature completely. Rig the meshes directly to their corresponding official UE 5.7 MetaHuman skeletons.
Weight Painting: Ensure flawless deformation. Pay strict attention to smooth falloff for the twist bones (thigh_twist_01, calf_twist_01) and clean geometry at the pelvic-to-thigh junction during extreme bends (e.g., a deep crouch).
Mesh Masking (Critical): Configure the assets utilizing MetaHuman Hidden Regions. The underlying skin must be properly suppressed so outer garments (skirts/dresses) can be layered over the hosiery without Z-fighting or clipping.
Material Integrity (CRITICAL): These assets utilize highly complex, parameterized Material Instances. You are strictly repairing the vertex weights and skeletons. Do not alter the existing UV maps or material slots in any way.
Deliverables & Payment Approval:
Milestone 1 (Visual QA): Before delivering the final files, you must provide a brief screen recording for each mapped body type, demonstrating the repaired meshes on the correct MetaHuman bodies in UE5 performing a standard walk cycle and a deep crouch.
Milestone 2 (File Delivery): The fully configured .uasset files (or pre-weighted FBXs ready for seamless MetaHuman Creator / Unreal Engine import).
Note: The project milestone will only be released after the provided files are successfully tested in my local UE5.7 pipeline to verify material integrity and clean deformation.
Requirements:
I will provide the raw wardrobe template files.
Please provide your estimated rate and timeline for this specific pipeline approach.
I apologize for this extra step, but due to the massive amount of AI-generated bot responses on this platform, I need to verify that you are a human who actually understands MetaHuman rigging.
To be considered for this contract, please start your proposal with the answer to this technical question: In the standard UE5 MetaHuman skeleton, what is the exact name of the parent bone that the left and right thigh bones (thigh_l and thigh_r) connect to?
(Proposals that do not start with the correct bone name will be immediately deleted without being read).
Project Overview:
I require a Technical 3D Artist/Rigger to repair and integrate a set of 3D wardrobe assets into Unreal Engine 5.7.
The project involves 8 distinct, production-ready hosiery assets (4x Nylons, 4x Pantyhose) derived from 4 specific base skeletal mesh templates (Templates 02, 03, 06, and 07). Please note that these mesh variations include different footwear shapes (e.g., flat feet vs. high heels) which must be accounted for during weight transfer.
The Technical Issue:
The raw vendor assets are skeletal meshes that contain default skeletons incompatible with the UE 5.7 MetaHuman framework. Attempting to use the included skeletons causes integration and clipping issues. We must strip the vendor skeletons entirely and rig the meshes directly to official UE 5.7 MetaHuman skeletons.
Required Workflow & Tasks:
Phase 1: 1:1 Visual Mapping (Immediate Task)
The raw assets lack documentation specifying which exact MetaHuman body types they were sculpted for.
Action: You will overlay the 4 skeletal mesh templates onto the standard MetaHuman female bodies in your 3D software.
Deliverable: Provide a strict 1:1 map confirming exactly which official MetaHuman body proportion (e.g., f_med_nrw, f_tal_unw) perfectly fits each of the 4 templates without scaling.
Phase 2: Rigging & Integration
Once the 1:1 map is approved, you will proceed with the following on all 8 assets:
Skeleton Swap: Delete the original vendor armature completely. Rig the meshes directly to their corresponding official UE 5.7 MetaHuman skeletons.
Weight Painting: Ensure flawless deformation. Pay strict attention to smooth falloff for the twist bones (thigh_twist_01, calf_twist_01) and clean geometry at the pelvic-to-thigh junction during extreme bends (e.g., a deep crouch).
Mesh Masking (Critical): Configure the assets utilizing MetaHuman Hidden Regions. The underlying skin must be properly suppressed so outer garments (skirts/dresses) can be layered over the hosiery without Z-fighting or clipping.
Material Integrity (CRITICAL): These assets utilize highly complex, parameterized Material Instances. You are strictly repairing the vertex weights and skeletons. Do not alter the existing UV maps or material slots in any way.
Deliverables & Payment Approval:
Milestone 1 (Visual QA): Before delivering the final files, you must provide a brief screen recording for each mapped body type, demonstrating the repaired meshes on the correct MetaHuman bodies in UE5 performing a standard walk cycle and a deep crouch.
Milestone 2 (File Delivery): The fully configured .uasset files (or pre-weighted FBXs ready for seamless MetaHuman Creator / Unreal Engine import).
Note: The project milestone will only be released after the provided files are successfully tested in my local UE5.7 pipeline to verify material integrity and clean deformation.
Requirements:
I will provide the raw wardrobe template files.
Please provide your estimated rate and timeline for this specific pipeline approach.