Therefore all parts of the garment will be on a single texture. When this option is ticked, Marvelous Designer will generate a UV Map which fits all parts into a square. Divide by 10 during import for the correct scale. Tweak accordingly in your target application.įor example, DAZ Studio expects 1 unit to be 1cm. For now, remember that the “mm” option is ticked, which means that Marvelous Designer will export your garment with 1 unit as 1mm. 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. If you only need the garment, make sure to uncheck the avatar from that list. Single objects can be welded together as an option and will appear as one when imported into your target application. Underneath it you can specify if you’d like to export a single object or individual pieces. 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. 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. There’s also an option called “OBJ selected”. Head over to File – Export and choose OBJ. OBJ on the other hand is doing a fine job. Note that at the time if writing, FBX is highly experimental and appears not to work very well. You can export your garment from Marvelous Designer either in OBJ or FBX format.
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