Marvelous Designer (or Marvy D as some fans call it) receives frequent updates with a plethora of new features. With every round new version number, and upgrade fee is necessary – if you bought the software with a perpetual license (like I have, because I genuinely dislike the subscription model… but I digress).
This means that it is very likely that a new version passes you by, and you have the need to download an older version of Marvelous Designer.
Most 3D apps usually have some kind of symmetry function that allows you to make a change on the right side of the model, and as if by magic it appears on the left hand side of the model too. It’s an important feature to have.
Marvelous Designer works a bit different because we don’t “model” objects as such. Instead we create 2D patterns. So how can we tell the app that a pattern is symmetric?
There are two tools that can help us accomplish this tricky task: Symmetric Paste and Unfold. Let’s examine both options.
In my previous article I’ve explained how to export an animation from DAZ Studio and import it into Marvelous Designer, where we’ve created and animated our garment. In this article I’ll show you the reverse: exporting the garment with animation and import it into DAZ Studio for rendering.
Here’s how this works in principle:
export your garment animation from Marvelous Designer as OBJ Sequence
import the sequence in DAZ Studio using Morph Loader Pro
turn all those morphs into an animation
I’ve explained the whole process step by step in this video:
Exporting character animations from DAZ Studio for use in Marvelous Designer is a trifle complicated. In this article I will explain what works for me.
I’m using an animation created in DAZ Studio 4.7 using Michael 6, a Genesis 2 character. I will then create some clothing in Marvelous Designer 4.5, drape and animate it, and eventually export it back to DAZ Studio for rendering.
You can export your garment from Marvelous Designer either in OBJ or FBX format. Note that at the time if writing, FBX is highly experimental and appears not to work very well. OBJ on the other hand is doing a fine job.
Head over to File – Export and choose OBJ. There’s also an option called “OBJ selected”. Both bring up the same dialogue in which you can indeed select which part of your garment and your scene you’d like to export.
The top section of this dialogue shows all pieces of your scene, including your avatar (it’s the orange item called Untitled in my example). The “OBJ selected” option will pre-select whatever is selected in your 2D view.
Underneath it you can specify if you’d like to export a single object or individual pieces. Single objects can be welded together as an option and will appear as one when imported into your target application.
If you only need the garment, make sure to uncheck the avatar from that list.
Notice that the scale section is greyed out – that’s a bug in the current version I’m using (MD4, 2.1.87 r10465), hopefully to be resolved soon. For now, remember that the “mm” option is ticked, which means that Marvelous Designer will export your garment with 1 unit as 1mm. Tweak accordingly in your target application.
For example, DAZ Studio expects 1 unit to be 1cm. Divide by 10 during import for the correct scale.
Unified UV Coordinates
When this option is ticked, Marvelous Designer will generate a UV Map which fits all parts into a square. Therefore all parts of the garment will be on a single texture. Imagine something like this: the dark sections on top of the Android icon are the pieces of the garment on the UV Map.
If the Unified UV Coordinates option is un-ticked, Marvelous Designer will assume you’re using an individual texture file for each piece of your garment. The scale between pieces may not be the same in relation to each other. It looks something like this:
And to put this into more of a context, the original pieces in MD looked like this:
The UV Map will look as layed out in the 2D view: moving the pieces will have a direct impact on the position on the UV map when exported with unified UV coordinates.
Hit OK when you’re ready to export your garment. This will either create an OBJ and an MTL file, or a ZIP archive including these two files plus all texture patterns you’ve used.
Marvelous Designer comes with 7 default avatars, but it’s very easy to use your own 3D figure and create custom clothing for it.
Simply export your desired character as OBJ, including full body morphs, then import it into Marvellous Designer.
Here’s how to do with with the Genesis 2 Male character from the free essentials pack.
Exporting from DAZ Studio
Load your character into an empty scene and select it in the scene tab. It’s typically located on the right hand side in DAZ Studio.
Head over to File – Export and pick a location for your files: DAZ Studio will create a .OBJ and a .MTL file. It will also bring up an export dialogue in which you can specify the scale and size for your export. Those need to match the import dialogue of your other app.
If you need a PDF or Word version of the current page, click on the Tools option at the top right. Sadly this won’t compile a full manual for us:
In case you’re confused about the word Confluence at the top of the screen (like I am): it’s the content management system they use to write the manual. It is not a reference to the Marvellous Designer product or a feature.
This should probably be replaced with the company’s logo at some point…
The links below may stop working at any time and are not hosted by the Marvelous Designer team: