I'm a Professor of Fashion at The University of Nebraska Lincoln. All the content I teach is available here on this channel. I teach Digital Apparel, CAD Design, Fabric Design, Color theory, and Animation. We use Clo3D, Blender, Adobe Illustrator, and more!
I've made all the content I teach and some of my research available here. Post your questions in the comments and I will do my best to help you solve some of your digital fashion problems!
Thanks a bunch!! Solved my problem: merging a mesh with shape-key-action together with an armature-action. Puzzled why this isn’t more obvious in the UI, but maybe an edge case, dunno. Thanks for your effort!
This is counter intuitive- clear some disk space and restart. How much RAM do you have? Also, try doing the geo cache first in a completely new level (no lights or anything). Then if it works save and close Clo3D.
Sure, You see at 1:23 the grade is a total of 2" per size. So divide that by 4 equals 1/2" per front and back half (as shown in the video). We want to grade upwards from the hem. Go over 1/2" on side seams. that widens the entire front and back a total of 2". The shoulder and armhole will have been widened and then we can make it taller each by 1/4" (together equals 1/2"). That opens the neck hole too. The height does not grade a full 2" taller. That's ok BC you only want a total of 1/2" x 4 = 2". This video was really helpful as she is a master grader. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-b6x9OH5VSbw.html
Great video! So helpful. I love that you were playful and educational at the same time. Unfortunately I’m still having issues. I followed what you did EXACTLY but now when the 2nd animation starts it freezes. If you’re curious you can see what I’m talking about here: drive.google.com/file/d/10wiJSvuJ70o7Wt4XFriBMa9Fos4dWtKL/view?usp=sharing
I'm trying this, but part of my issue is that the actions are at different z rotations, so when i adjust it, it makes the character move wildly, because the two actions have different anchor points. (Because the starting point ont he mocap differed).
Can you edit the action? Open action editor timeline, scrub to frame 0, select the action from the drop-down, change z rotation and set rotation key frame, click the X next to the drop down in the action editor to save it.
You are a legend! Thanks! The armtwisting never made sense for me and now it's such an easy fix honestly. Still annoying but at least one can fix it! Thanks!
Hahaha the classical "pissed tutorial" - i loved it, thanks for the headsup! I believe you dont necessarily need to delete the actions from the blender file though, as they should be cleaned up when closing.
You are awesome!!!!!! I wasted 3 days with this, and no matter what I did, the second animation would always snap back to an earlier position. Thank you beyond words.
sir can you please help me? i uploaded a character on mixamo and chose an animation everything went fine and the character i uplaoded did the animated in the mixamo preview but when i imported it to blender the character animation is not working it is just idle no t pose or anything and no keyframes at all too
Couple things- make Blender frame rate same as the exported character.- make the duration of timeline longer- check “blender file” drop-down in the outliner and be sure an action exists there. - be sure you’re in object mode- try these things.
Hello, Thank you for watching your video to help me gain knowledge. that I never knew before Thanks for the video tutorial. I downloaded MDLiveSync_1_0_0 to use, but when I press CLOLiveSync Exorter it says there is no LiveSync connection. Please restart CLO or MD. Do you know why? Please help explain.
I had this with Clo- be sure your’re using the most recent plugin and update MD. Otherwise it hangs and nothing happens. Also, be sure MD is saved, in simulation mode, and not currently simulating.
hi sir its me again i want to know how can i change the location the character after making it like this as i made it becuz of u and then now i am stuck like it is getting to the origanal postion after i set it in between animation and when the animation frame start it teleports to the animated position. also when i change the position of the animation it starts repeating again and idk again what to do thx i would be alot thankful if u would help me again thanks😁
It’s bc the Mixamo file was not set to “in place”. The avatar moves away from origin. So when set to repeat it goes back to origin. Use “in place” OR watch my video here- ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BAF2IeC0bFQ.htmlsi=miSfH99QpjAhmJDS
Should be the same amount of key frames. Just combined into 1 NLA. Be sure to delete the leftover actions and avatars in “blender file”. Watch my video on the workflow for Unreal Engine: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fqKKARTGjQA.htmlsi=r98Q9wa96XkX3uUP
@@DigitalFashionClass Thanks! Quick question: In my animation, it starts smoothly from the middle but when I go back before the start, it teleports to a random point, like if u were to start from 10 and then u go shift to before 10 it will just tp to another location. I think it's where I initially placed it. Any idea why this is happening? Sorry for all the questions!
@NoClassNoProblem basically i did i also did another from scratch but it also had the same problem 😅 like i had started it from a bit more behind i will try again tho thx
Great tutorial! Do you happen to know how does LiveSync work with UDIMs? I imported the same clothing sim from Marvelous to Unreal, first time with one tile, second time with two tiles. There was no visible difference in Unreal. Does LiveSync eliminate the need for UDIMs or something? Would like to hear your thoughts, thanks!
I have not changed any UDIMs or my UVs. Didn’t need to. Livesync’s power is in transferring animated sequences with cloth sims made in Clo/MD at very low file sizes. You can cloth sim elsewhere saving as Alemic files but those are huge. Livesync eliminates that problem.
hi u have help me really alot but it was not what i had in mind basically in my scene either i can add three animations into one or i can move my character when he is at the starting point so he just does not show up in the camera while the shot is being taken now i am having a small problem when i have everything setup the character is just not moving after the first animation clip at my second try it somehow moved but now as i said i want to move my character like that and for that i have to select the location in the mid animation and with everything goes ok but the second clip is still not working idk what is happening but it is just not moving plz help me with this i am very close
Thank for this tutorial. I have an issue where wen i install the cats plugin it, it install but wen i try ti activate it i get and error saying "not official, community testing" any idea?
Hey, I have problem i dowloaded everything as Said but when I turn on plugins in Unreal and restart, window wont reappear with the clo live sync as you have it there. Do you know where could be problem? Appreciate your videos. Thank you
hi, nice tutorial. I have the same problem after trying to move my second clip....when i apply location ans rotation to it, it also applies the transform to my first clip, vey frustating, can u help me?
If all NLAs are set to “Nothing” and it still happens then try selecting just that action, open dope sheet>action editor then make the key frame changes there. Then click the X in the action editor to save. It’s in o e of my other videos about Blender and Unreal.
Thanks for covering this topic! I'm having the issue where the arms cross. I've deleted the "T-Pose" armature is both locations. All that are left are the mesh, the "A-Pose" armature, and the two animations I've pushed down into NLA tracks. So you export this as an .fbx and import it into Mixamo and then what? I'm a little fuzzy on the rest of the process. Thanks again!
Super interesting. If you download your Mixamo animation without a skin, it will default revert back to T-Pose regardless if you are starting with an A-Pose. If you're starting with an A-Pose, you would then download your animation always "With Skin".
Great suggestion! Another way is to install CATS add-on. Process is longer BUT you can change to any pose and set as the “rest” pose - github.com/absolute-quantum/cats-blender-plugin. Also- be sure to check your rest pose on frame 0 or go to armature tab and click “rest”.
@@DigitalFashionClass Nice, yeah that looked like a pretty cool plugin. I'll use that as well. Something else that I found that causes the model to scale up suddenly and rotate back is if your mesh is made up of multiple, unjoined pieces. I think Mixamo prefers that the mesh is one joined piece.
Clo Livesync has been working fine for me until today when I tried to import my garment and the whole program crashed. I tried to reinstall livesync plugin but nothing seems to work. I’m using the latest version of Marvelous Designer. This is what the report says. I tried changing my settings in Nvidia control panel AND the system properties panel. Can’t seem to fix this… Can someone help me??? This is the crash report: LoginId:00dfcec348fe855136980b93a725989b EpicAccountId:0bdb59964189472a96b60c58ffb37e56 Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251] Ran out of memory allocating 1992864825443 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete… UnrealEditor_Core!FGenericPlatformMemory::OnOutOfMemory'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp:252] UnrealEditor_Core!FGenericPlatformMemory::OnOutOfMemory() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp:254] UnrealEditor_Core!FMallocMimalloc::OutOfMemory() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\MallocMimalloc.h:52] UnrealEditor_Core!FMallocMimalloc::Malloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:69] UnrealEditor_Core!FMemory::Malloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:27] UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore UnrealEditor_CLOLiveSyncCore ecal_core ecal_core ecal_core ecal_core ecal_core ucrtbase kernel32 ntdll
@@DigitalFashionClass Thanks for getting back to me!! I got a message saying it's not compatible with UE.4. Is there any way you can make a tutorial on importing a single mixamo animation with T/A pose to Marvelous Designer? Is it the same process as your other video?
Thanks for the heads up! I’ll test it soon. Guessing a new plugin download from Clo is due. The process is actually the same as my other video. Make sure to give yourself about 10 seconds overlap in Blender NLA for the T/A pose transition.
I keep getting crashes for 10secs animations with complex garments. I have like 7 million polygons and nothing it gets stuck at 20% when i save as geometrycache and it crashes
So I just ran this animation with a complex garment too. Once it animated in Clo then you should be set. Leave the particle distance at 20 and use layers. Got my poly count down to around 500,000 for the garment. The stuck at 20% problem persists if Clo is not in Simulation mode (simulate off)
@@DigitalFashionClass sadly i tried everything, but the poly count even at 30 particle distance is around 6.8 millions. And yes i also make sure im not simulating when importing
Man, that’s a lot of polys. Not sure this will help but an idea is to export individual parts if you could possibly animate/simulate separately. Then you can parent them back together in Unreal. Of course your collisions will need to be adjusted. So thing like a skirt and a top could be exported separately without much trouble. Hope that helps you.