Dynamic clothing without .obj sequence or mdd, alembic?
Hi!
I am studying how to do a simulation of clothes with a model type genesis 3/8.
In theory, there is no major problem WITHIN Daz., As well as importing .obj sequences from Marvelous Designer.
This is a big problem if we want to export to glweb type formats, such as glTf, babylon, etc.
That is, there is no real "existence", since they are cache formats.
Let's say, an animation of a model genesis with an export with collada or fbx. I have no major problem in passing it to Blender or Maya / Motion Builder ... because they assume that there is a geometry with bones, and takes the reference only of the variants of rotation, translation, etc. with a reasonably sized file. A genesis 3 with animation bvh or aniBlocks, with a compression of textures, and about 350 frames, does not reach about 6Mb, fantastic thing.
Not so with dynamic clothing.
Despite having tried with free Optiflex clothes, which has a bone rigging, the result is the same. If I want to pass that animation to glTF, it's static.
The only solution that is valid, at least in my tests, is to pass everything to a .obj sequence with the size of exaggerated Mb and not optimal for glWeb.(Maybe, around 400Mb +/-..)
Despite using some scripts based on Morph Loader pro, nothing happens as if it were a figure with a hierarchy of bones or joints.
The secret would be to make clothes with an internal structure similar to that of the figure that accompanies it (You already know: hip, abdomen, spine, etc ...)
This is quite complicated when we have a .obj type clothes, despite scripts like AniMorph or DynCreator, which exclusively work within Daz, and do nothing more than a "render" simulation.
This question is really complicated, because my experience with other software is similar. It is only designed for 2D rendering, and, like other users, with problems for Unity or Unreal in video games, it is traumatic to obtain a clothing no longer than the "stuck" or fit to the body. I understand that in video games, we must prioritize the cost of minimum polygons acceptable for fluency.
In this case, what is sought is a structure model for clothes independent of morphs.
I do not know if I explain myself correctly! 
