Marvelous Designer - Script for Faux Dynamics
jaebea
Posts: 456
Yes...FAKE DYNAMICS!!
Since a dynamic plugin has not been developed by the folks at Marvelous Designer (and probably won't be), several very inventive users created a script that will convert a simulated dynamic cloth object created in Marvelous Designer into an "animated object morph sequence" that can be imported and used in Daz Studio 4.5, especially since the collada functions are now fully operational.
It looks just like a dynamic simulation doesn't it! Watch my vid!!

Comments
Nice demonstration. Your animation is very fluid, and I love the moves you chose to showcase the skirt.
I was following this over at MD forums, but I was under the impression one needs several components for this to work.
First, of course, both DAZ Studio 4.5 and Marvelous Designer 2 software.
Second, one would need to purchase add-on modules for this to work. The animation plug-in for MD2, and Animate2 plug-in for DS4.5.
It definitely is a nice workflow for those creating animations, creating their own dynamic clothing, and wanting to render in Studio, but I still don't see it close to a solution for a dynamics module (outside OptiTex) for DS.
It did make me seriously consider purchasing the animation plug-in for MD2, though...
You are right. You have to own MD and the animation plugin. I am still using the trial on the plugin which I will probably purchase in a few weeks. I already have DS 4.5 and have owned Animate2 since it came out. I want so badly to make my own clothing and since it really appears that MD isn't going to make the Dz plugin (and Optitex software is $14,000+), this is the best option for me....and maybe for some others too. Thank you for your kind words!
That looks great! Is there an official statement from MD that they are not going to make the plug-in? *Hopes not, that would be awful...!*
Has Animate 2 been updated for DS4.5 yet?
never mind - checked the product page and it says yes ... the reset download still says DS3 in the filename tough.
AniMate 2 is in the DS4 installer, just enter your serial number. It runs in Lite mode for people without a full license.
That was really impressive. When will it be available?
It is in the Marvelous Designer Free Stuff and it was posted May 17th. Here is the link:
http://www.marvelousdesigner.com/freestuff/119/animmorph2-a-daz-script-to-render-a-garment-180-s-animation-with-daz-studio-4-5-pro-may-17th-2012
...have the personal licence for MD and4.5 in the archive.
Unfortunately I'll have to wait until I have everything set up on the new system before looking into this as animation in 32 bit is a lost cause.
Looks like a nice workaround for creating user designed dynamics in Daz Studio.
That's exactly what I wanted to do. There is also a tutorial for bringing MD clothes into DS as conforming. Since I use DS as my main program plus Poser Pro and Carrara on the side, I want to have some dynamics I can run in all three programs. MD clothes exported as objects into Poser can be run in Poser's cloth room and I can use Fenric's MDD plugin to bring the animated clothing into Carrara.
HOLY SMOKES!! I'm sold. What ALL do I need? This was the one thing stopping me from getting into Animation. I need the clothing I need.
Are you animating in Daz Studio?
You will need the aniMate2 plugin, Marvelous Designer and the Animation plugin and the free script in the MD free stuff that will bring the clothing animation from MD to Daz Studio.
...If you only plan to make clothing content for your own use, there is the Personal Licence for 199$. This also allows you to create clothing content for freebies and for sale in the MD store. The Small Business version (which allows you to create content for sale in other 3D stores is 699$ (about the price of Photoshop).
It also appears that the Animation Editor is on sale for 99$.
Still, it is a far cry from 14,000$ for Optitex's 3D Runway suite
Here is the link to the MD site:
http://www.marvelousdesigner.com/
Hey. I've been playing with MD at a community college, as they only bought one license for one machine to try it out. I started out by using their avatars and just trying to draw my clothing. It is nothing like the real design phase of clothing, but you can fake that a bit. I found out only recently and tried it.
First, identify the type of garment. Then identify the body model. For me, I like to design around a real person. However, it takes a lot of time out of their schedule, and if you have a deadline for a theatre production, you need to innovate. So... ...I use software. The nuke foundry lab has facegen, so I use that to get their facial features into DAZ on a given model. Then I use Measure Metrics to put in the basics of their form and allow it to morph the figure. Another path... ...I can put their body characteristics into MD using the avatar editor and the tape measure feature. I can export the model to DAZ, but it won't have the head (this can take some of the creepiness out for some people). Using the tape measure, I can go back and forth between DAZ and MD to get the model just right in form. Then I use a photo to grab their general skin tone, and create a basic bumpmap (it takes time, but it's worth it; in about a day the digital model looks very much like the real deal). I can leave off hair for last. In MD, I then edit the avatar, with the wrap point and roll guides active in the 3d window, which will help when I try to simulate the garment. By adjusting these I can make sure the garment is properly wrapped on the model in the current pose. One these are finished I move on to making my garment guides.
Now to make it more realistic... ...By following the conventional bodice, pant\skirt, and undergarment sizing techniqures, I can use SEAMLY 2D to make a 2 dimensional photo to use as a guide in MD. By adding a box of set length, roughly 20cm, you can size your guide for use by matching that box to one you draw in MD. Then you just draw the rest on top of the other figures. By adjusting from the main guide, you can work like you would on a real garment. This will also work with Illustrator or other program, but you'll need a super large artboard. The image you draw should correspond to the values you calculate. Seamly 2d allows you to create the basic pieces, put in a few values and let the program adjust the sizing of the drawing so it will fit the sizing on your model. Either software you choose, make sure you give your guide a box for size matching.
Once you have your guide copied onto the 2d panel in MD, you can make it a garment. For symetrical garments, you only need trace half the piece, then unfold it or copy it as a mirrored instance copy. Changes to one side will be matched. For asymetrical garmens, start with the symetrical adjustments, then use the menu (right click on one of the copies, and then the option will be clear) to turn off symetry, then make the last adjustments. When I say symetrical adjustments, I also mean adding sewing. In the latest version this works rather well. Once your asymetry is finished you can move to the 3d window, adjust the placemtent of each piece to the wrap\point guides, and even tack it on in some points, using the model like a standing manequin for garments that don't hold up on their own or require more wrapping and tying. Tacking some areas into place will allow you to slowly adjust some towel or wrap garments, or making bows. You can even apply different fabric attributes to simulate real fabric, and it includes a muslin setting. When you finish you can export the garment to DAZ, and, using the same orignal base model with measure metrics for a quick readjustment to the understudy. Seeing both designs together allows a design director to comment on color, texture etc, which are easy enough to change in MD. Once the design is okayed, it's on to the sizing. First, I measure the lines for the first model, and redraw in seamly2d, making note of which lines from your original guide were moved or altered and how they were adjusted (some equation; this may not be evident, but occaisionally, a slight adjustment to an existing equation will be enough), so you can then make adjustments in Seamly2d to redraw a guide for your cutouts, and print it. You can refit your garment to the understudy and redraw in Seamly 2d, adding seams and determining which areas can be all one piece instead of sewn together. Then you print it for making your actual guides and cut your fabric.
The problem I have? I have a 3d setup, a stage, the whole scene, all designed in other software. But baking the whole thing together is tough. I need a way to export it like an OBJ, the actor\model and garments on them, all to a single object for import into another program. This program will show the 3d object with lighting and other values applied after rendering. So far, I haven't been able to get this to work right. OBJ is too limited. I'd like to be able to bake the surfaces together by linking the files inside the obj so textures and colors are linked at least and pulled in when I import the OBJ. I still haven't figured it out.
I've also tried Adobe Dimension, but I haven't been able to do as much with it. Vectorworks on the other hand... I'd love to use Dimension, but DAZ has more exacting measurements, along with MD. However, If I could get some help with baking it all together, I might be able to go into more on the usefulness of these programs in the live action field.