Tutorial — Skinning Garments and Props to a MetaHuman
Augmented Traveler local tutorial. Back to Maya — Tutorials · tool references: ngSkinTools — Tutorials
How to skin a period garment or prop to the MetaHuman body skeleton in Maya using Skin Tools (Maya 2027, built on ngSkinTools) or the ngSkinTools 2 plugin (Maya 2026), then bring it into Unreal so it follows the character.
Draft. Written from the ngSkinTools and Autodesk documentation. Validate on the first test garment and correct menu names and settings here.
1. When to use this, and when not
| Use this tutorial for | Don't use it for |
|---|---|
| Rigid or semi-rigid accessories: spectacles, cap, bonnet brim, apron, collar, cuffs, belt, watch chain | The MetaHuman body or face. Never repaint MetaHuman skin weights; the rig (RigLogic, correctives) depends on them |
| Garments that won't go through the Marvelous Designer → Cloth Asset → Outfit pipeline | Garments that can use that pipeline; it resizes automatically (Marvelous Designer to MetaHuman — Considerations) |
| Props with their own joints (telescope on a swivel, ledger with a hinged cover) | Hair and grooms (bound with a Groom Binding in Unreal) |
| Fixing clothing deformation when Unreal's automatic Transfer Skin Weights isn't good enough | Secondary body shapes (use the Pose Editor in MetaHuman for Maya) |
Body shape breaking under the garment at the shoulders or elbows? That is a body-corrective job: see Tutorial — Pose Editor Correctives for Period Tailoring.
2. Prerequisites
- Maya 2027 (Skin Tools built in) or Maya 2026 + ngSkinTools 2.
- MetaHuman for Maya installed; the character exported from Unreal with DCC Export and assembled with Character Assembler (MetaHuman for Maya — Considerations).
- The garment or prop modelled on that character's body, in centimetres, in the MetaHuman A-pose.
- Read first: ngSkinTools — Tutorials → Layers Basics and Mirroring.
3. Prepare the scene
- Open the Character Assembler scene. Identify the body skeleton root and the body mesh.
- Import the garment. Freeze transformations and delete history. Check scale matches the body.
- Check the garment topology: no n-gons in deforming areas, edge loops at elbows, shoulders, waist and knees, and no faces intersecting the body in the A-pose.
- Name it clearly (e.g.
AT_Mitchell_1847_bodice_GEO). Save as a new version.
4. Bind
- Select only the joints the garment needs (for a bodice: spine, clavicles, upper arms, neck; not fingers or face joints), then the garment.
- Bind Skin with:
- Bind method: Closest distance
- Weight distribution: Neighbors
- Max influences: start low (1–2) for a clean, predictable base
- Maintain max influences: off (it removes the small blending weights you want to keep)
- Remove unused influences: off
- Open Skin Tools (Maya 2027) or the ngSkinTools 2 window, select the garment, and initialize skinning layers.
From here on, only edit weights through layers. Painting with Maya's standard Paint Skin Weights tool on a layered mesh gets overwritten when layers recompute.
5. Build the layers
Work bottom to top. Each layer covers one job.
| Layer | Purpose | How |
|---|---|---|
| Base (safety) | Guarantees every vertex has weight | 100% opacity, no mask; flood the main parent joint (e.g. spine for a bodice, head for a cap) |
| Transfer | Borrow the body's deformation | Copy weights from the MetaHuman body to the garment (closest point on surface), then paste into this layer; mask out areas that should stay stiffer than skin |
| Torso and shoulders | Clean shoulder and chest behavior | Paint with a mask limited to the upper body; use a "bleed zone" (paint slightly past the area, then mask back) for soft edges |
| Sleeves | Elbow folds without collapse | Paint upper-arm / lower-arm split; add twist joints if the MetaHuman skeleton provides them |
| Stiff areas | Collars, cuffs, buttons, brims | Push toward a single influence so they move rigidly |
| Mirror | Symmetry | Enable the mirror effect on the relevant layers; set the mirror axis and confirm _l / _r joint pairing |
Tools inside layers:
- Smooth / Relax to soften transitions; use soft selection for controlled falloff.
- Masks to confine each edit; convert mask to transparency (and back) when you need to adjust a region's blend.
- Copy / Paste / Paste Subtract for surgical fixes in small areas.
6. Test through a range of motion
Create a short test animation on the body skeleton (or reuse a MetaHuman range-of-motion clip):
- Arms raised forward and to the side to 90°, then overhead
- Elbow bend to 120°
- Torso twist and bow (Quaker bow, head down)
- Sitting (for the Vestal House room)
- Writing gesture and raising a telescope (object lessons)
Fix problems layer by layer: collapsing volume (add smoothing or twist influence), poke-through (adjust weights, or offset the garment slightly outward), stiff stretching (more influences in the transition).
7. Clean up for Unreal
- Prune tiny weights (below about 0.01).
- Limit influences per vertex to the target platform. 4 is a safe target for the Optimized (Quest/phone) assembly; the kiosk (Cine) build can use more. Confirm the project's skin-weight settings.
- Keep the layered source file. Export a baked copy (layers flattened into the skinCluster) for Unreal.
- Export FBX: the garment + the body skeleton only; no body mesh, no face joints unless needed; centimetres; include skin weights.
8. Bring it into Unreal
- Import the FBX as a Skeletal Mesh, choosing the MetaHuman body skeleton as the skeleton (do not create a new one).
- Assign period materials.
- Add it to the character as a skeletal mesh component that follows the body (leader pose / follower component setup) so it plays the same animation.
- Test in the kiosk build (Cine) and the Quest build (Optimized). Check the orbit test and the seated pose.
- Record the version in the character's change log.
9. Checklist
10. Troubleshooting
| Symptom | Likely cause | Fix |
|---|---|---|
| Edits disappear after touching layers | Weights were painted with standard Maya tools | Redo the edit inside a layer |
| Garment explodes in Unreal | Wrong skeleton selected on import | Re-import on the MetaHuman body skeleton |
| Shoulder collapses when the arm lifts | Too few influences across the shoulder | Widen the transition in the torso layer; smooth |
| Mirror side is wrong | Joint pairing not recognized | Check _l / _r naming in the mirror settings |
| Fine on kiosk, broken on Quest | Influence limit trimmed key weights | Re-weight with the platform limit in mind |
| Cap slides on the head | Too many influences on a rigid prop | Single influence (head) in the stiff layer |
Related
Maya — Tutorials · ngSkinTools — Tutorials · MetaHuman for Maya — Considerations · Marvelous Designer to MetaHuman — Considerations · Stage 2 — Likeness and Body Skills