I did the Custom Marvelous Designer tutorial and followed the steps carefully, and successfully embed the wrapped avatar into the avt file. But when i load the custom avatar in MD and check the Bounding Volumes, Arrangement Points and the Joints, they’re all out of place, as shown in the image below. I’ve used the same original MD avt file in the embedding process from wich i extracted the avatar body, and i didn’t missed any step. And also i didn’t changed anything in the mesh of the wrapped obj file, I’ve only packed the UVs, as the tutorial specified. Can anyone help me to identify what is the problem? Thank you for helping me.
Hello,
This feature was designed and tested only with Marvelous Designer (up to version 2.1). We have not tested it with Clo3D. So the first and most possible reason might be some differences in format.
Have you originally exported the avatar from Marvelous Designer? Does it work well when you open it in the same version on Marvelous Designer you have exported it from?
After your reply i did the entire process again using Marvelous Designer version 2.1.87 default male avatar, but the output custom avatar still have the same problems…
Ok, i see. I think the fastest way to solve this would be to send me the OBJ-file of the wrapped model you get out of WrapX (signing NDA is ok if needed). I’ll try to reproduce the problem on my computer and figure out the solution. Please let me know if it is possible.
What is “signing NDA”? can i upload the OBJ file zipped in a file sharing service and post the link here?
Sorry my english. I mean, if you’re going to send us a proprietary model we can sign a Non-Disclosure Agreement beforehand. Otherwise you can send it as response to my email which I have just send to you.
I’ve sent the OBJ file of the wrapped MD default male avatar as a answer to your email…
I’ll be waiting for you your reply… thanks for the help anyway.
Thank you!
The wrapped model you sent has different vertex order than the original avatar. The easy way to see this is to apply Morpher modifier (for example in 3dsMax) and check if the models blends correctly to each other. If they don’t, it means that you probably changed the vertex order during pre-processing step while setting up UVs. Vertex order changes each time you weld, detach or cut polygons.
Please let me know if you need any assistance with this.
I understood, but before wrapping the model, i only packed the UVs of the original model inside 3DS MAX, so i could transfer the texture from my scan to MD’s wrapped avatar output with the “Texture Transfer” script from WrapX… So, how I can avoid changing vertex order of the model?
Sure, you can pack UVs before feeding the model into Texture Transfer script, but you should not change vertex order while doing UV packing. Make sure you do not cut or weld vertices. Also make sure that Import as single mesh is checked during import of OBJ-file. I would recommend to double check your steps with video-tutorial.
I can help you with this step if you send me the model right after wrapping step and before any model manipulations in 3dsMax.
I’ve sent MD’s default male avatar wrapped without UV packing so you can do this step for me…
Thanks!!
I succeed to solve the problem: It was that during the Import and Export process in 3DS Max i left checked some options that in the video were not checked and maybe one of them messed the vertex order.
I Watched the video again and checked only the options that the video shows and bingo! the avatar worked inside MD and also inside CLO3D!!! Thank you for helping me in solving this problem!
Best Regards,
Gregory