With our object correctly selected, we need to import the animation data. All I know here is de-select, then re-select.
I never understood why that is… something about “all parented objects are also selected, and the last one that was selected was the top object”. We need to de-select then re-select our object so that it has a light orange outline. It’ll have a dark orange outline which is apparently evil. When the object comes in, it’ll be pre-selected… but somehow in a way that’s not quite “selected enough”. Make sure to NOT split by object (groups is fine), otherwise you’ll end up with a lot of lose pieces.īlender is a little weird, in more than one respect. In Blender, let’s start by importing our OBJ via Import – Wavefront OBJ. Materials are a different process I will cover in another article. That’s all we need in Marvelous Designer for the moment. The scale settings should match the animation export, so once again DAZ Scale at 1%. Hence we need to park our playhead on frame 0 and export that OBJ too, using Export – OBJ. This format save vertex changes over time, but it relies on an initial 3D object for reference. You can choose to export the entire animation, or set a range in the Animations Tab and shorten it to the pertinent parts. Note the scale in the settings: DAZ Scale at 1% so that it’ll look handsome in Blender. Once the garment is animated, head over to Export – MDD Cache (Standard). export the animation as MDD using the same settings as the OBJĪnd now for a more elaborate explanation with screenshots and further explanations: Marvelous Designer.This is how we make it happen in principle. It’s alive!!! #marvelousdesigner /L9EvsMJW5F- Jay Versluis December 6, 2020