it's because you need to have the armature and pose named "root" and not "root.001" in case you have other armatures in the file, better to start a new file then. And also delete the empty, which is taken as a bone by UE
Yes I do. Do you want it for fitting marvelous clothing, or something else? In marvelous you can add it as a prop if you export the head as a static mesh from UE. It dont need to be joined the body.
@@DevRelated yes. I was trying to build a cloth animation for UE5 with MD. For static cloth design yes you dont need to join the head but for animation the head stay in-place. I managed to attach the head in blender. The neck is a bit buggy but it works. My struggle atm is to sync the cloth animation with the body bones in blender and then export to UE5 for render
Hello! I'm trying to import a Metahumans mesh into Marvelous Designer, but whenever I get it into the program, the avatar is far too small for the clothing for some reason. I tried following the steps you did in the video, and I just can't get past the size issue. Do you have any recommendations? Thank you for your time, and for the informative video!
@HannahGilstrap That's normal because each software uses its own scale. When the importing into marvelous desingner a popup dialog appears where you can change the scale (look at 9:14 in the video). It says mm (Default) or cm (DAZ Studio). You can try to switch between those. Or you can change the percentage setting. I think you take away two zeroes if the model is to big or add two zeroes if its too small, ie 1% or 10000%. Then you have to do the opposite when exporting.