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Marvelous Designer 2024.0: MD LiveSync 

Marvelous Designer
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This Video intruduced the Unereal Engine LiveSync. LiveSync is a bridge which connects Marvelous Designer and Unreal Editor (MD LiveSync), and aims to shorten workflows requiring rendering in Unreal Engine. This is particularly useful if your workflow involves CLO or Marvelous Designer and Unreal Engine, however, it is worth noting that intermediate process of using other software products may be eventually eliminated as LiveSync continues to get updated.
For more information on Unreal Engine Live sync check out the FAQ and Guide support-connec...
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Social Media & Links:
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Get the software: marvelousdesig...
Website / Forum: marvelousdesig...
Instagram: / marvelousdesigner
Twitter: / clo_virtual
Facebook: / marvelousdesigner
Discord Invite Link: / discord
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Version used:
Marvelous Designer 2024.0
Default 3 button mouse presets
Tutorial Computer Specifics:
OS: Windows 10/11 64 bit
CPU: i7-8750H
GPU: GTX1080
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Recommended Specs:
CPU: Intel Processor Corei7 3.0Ghz or higher
RAM: 16GB or higher
GPU min: NVIDIA GeForce GTX 745 and above (NOTE: GPU simulation currently only works with NVIDIA Graphics cards [11/2022])
support.marvel...
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Check out CLO for our apparel industry dedicated program
/ clo3dsoftware

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3 окт 2024

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Комментарии : 32   
@melissaconwaywrites
@melissaconwaywrites 6 месяцев назад
Now that I've had a chance to learn how LiveSync works, I must say this is a game changer. For anyone looking for a step-by-step tutorial, I've just uploaded one to my channel. THANK YOU CLO/MD!
@mahmoudtaher9884
@mahmoudtaher9884 Месяц назад
finaly thx so
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
its directx12 not an issue anymore?
@STAMILVANAN-vp1us
@STAMILVANAN-vp1us 6 месяцев назад
can you make start to finish tutorial for beginner to learn for MD expert and work file like that can you make please
@melissaconwaywrites
@melissaconwaywrites 6 месяцев назад
Thanks for this; it works as advertised and was almost worth the wait! However…LiveSync requires Directx 11 for use with lumen and can only use Directx 12 if rendering with the path tracer? Are there plans to address this significant limitation, and if so, can you give us a timeframe? tx
@Marvelousdesigner
@Marvelousdesigner 6 месяцев назад
Hi, thanks for leaving a comment : ) We're aware of this issue, and we will work on the improvements for that. Thank you again.
@EdwardT-pb1ps
@EdwardT-pb1ps 19 часов назад
Hi, so what is the workflow after exporting the metahuman into MD, once the design/fitting work in MD is done, how do you import the clothes back into Unreal for real time play or sequencer use cases? Why stop your tutorial after exporting from Unreal, what does that achieve?
@howiseedatworld
@howiseedatworld Месяц назад
After creating linked animation sequence, we get only body without head and shoes, so after clicking on live sync we get error that head and shoes missing. Any quick solutions without combining that all in one mesh?
@STAMILVANAN-vp1us
@STAMILVANAN-vp1us 6 месяцев назад
thanks for your videos
@Djonsing
@Djonsing Месяц назад
5:56 *I have a custom metahuman created using the "Mesh to Metahuman" plugin and the body is imported into Marvelous Designer as if it were double, one slightly taller, do you know how to solve this problem?*
@Gr8dame666
@Gr8dame666 27 дней назад
Any solution? Currently having the same issue.
@Djonsing
@Djonsing 27 дней назад
@@Gr8dame666 No, I still haven't solved the problem, I export the animated character from UE using the old method - through "Blender" in the "ABC" format
@JonCG
@JonCG 4 месяца назад
When would be the plug in available for Unreal 5.4 it seems 5.3 is currently supported.
@RickHenderson
@RickHenderson Месяц назад
It's available now.
@ayybsee1979
@ayybsee1979 5 месяцев назад
why doesnt the garment animation match the metahuman when you bring it back into unreal? can you show the full workflow? it doesnt make sense to just stop the video after exporting. can you show the proper way of importing the garment back into unreal? im having issues with the exported garment from marvelous doesnt have any animation in ue5 but the same file have animation in blender
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
@@ayybsee1979 yo have to import it from live sinc in unreal and export the garment from this panel in geometry cache format. Chek some reference of alembic . Abc format so you understand how geometric caches are used in unreal. Usualy you call them in the sequencer and there you can control when the animation start and end. The trick here is to make the unreal body animation and the garment geometry cache run at the same time and the same position from the secuencer of unreal.
@pinareris
@pinareris 5 месяцев назад
Having crash issue when clicking Live sync, any recommendation? Tried both x11 and x12. Worked only once but the at least 10 tries either Unreal freezes or crashes.. :/ working on 5.3 Unreal
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
@@pinareris try making smaller animation. Thta procses that you describe consumes a lot of ram , i seen my computer using 45 gigs of ram of my 48. For one specific garment snimation that was more tjan 3000 frames i had to exported in segments luckly only two of 1500. Try to do that im almost shure it fix your issues. In beeen two days trying to understand what was going until i opened the task manager and see my ram sueding hard
@ryanjstever
@ryanjstever 6 месяцев назад
Once we get all the clothing we need into Unreal can we not turn off live link etc.. and simply turn directx back on?
@melissaconwaywrites
@melissaconwaywrites 6 месяцев назад
My current workaround is to make a dedicated project with Directx 11 for use with LiveSync, and then migrate the CLO/MD clothing to my Directx 12 project.
@ryanjstever
@ryanjstever 6 месяцев назад
@@melissaconwaywrites Nice, thanks for confirming.
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
@@melissaconwaywrites i do the same. I have one unreal file thats called marvelosunrealproyect
@RichardRiegel
@RichardRiegel 2 месяца назад
Hi.. Is it possible to export Metahuman with custom size? Due to complicated Garment Cloth I need to increase size of the MH. There's some export options in the CloSet liveSync TAB, but when I changed Transform scale, there's no export size changing.
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
Did you find solution?
@RichardRiegel
@RichardRiegel 2 месяца назад
@@sebastiansuarezpuntonet2018 nope. Only export fbx by old way then changing size in import menu…, which is not comfortable.
@unreal_enginemail
@unreal_enginemail 5 месяцев назад
i enable in unreal engine but no more option for live sync ?? how to solve
@cuentaaspire1
@cuentaaspire1 2 месяца назад
Looks like the avatar imported into MD doesn't match 100% the original body from UE, so when you import the garment back into UE it has clipping issues in multiple parts of the body, just tested this with a generic metahuman with the simplest setup and it still happens, any idea what is going on?
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
@@cuentaaspire1 i had the same problem , the solution took me a while to fix it. You have yo check if the skeleton and meshes in the animation panel before exportin theme to MD are correct, some times unreal pick a sample not correct. I even folmow tutorials thata overpassed the same mistake without fixin and after secon check been able to see they use the animations with deform body. Be shure the skeleton its tje correct . The first week trying this i had deform metahuman with long head and its realy anoying. Didnt find solution online only after many aptemps found tje issue
@cuentaaspire1
@cuentaaspire1 Месяц назад
@@sebastiansuarezpuntonet2018 Where exactly do you mean to check that? when I create the linked anim seq, I always check and the preview mesh is the correct one, but on the export, the mesh doesnt even match that preview, its like a bug inside UE or something
@raphieljoeroeja9406
@raphieljoeroeja9406 Месяц назад
@@cuentaaspire1 been having the same issue. i also kept checking the export settings to make sure and everything seems like it should be working but no luck. my exported garment animations also stay behind during run cycles. as if its skeleton is making smaller steps. and that seems like a retargetting issue to me but idk. if anyone finds a solution, please let us know 😁
@dolgrentaps
@dolgrentaps 6 месяцев назад
hi thanks for your tuto, only once I change shoe model, unreal crash do you have a solution?
@sebastiansuarezpuntonet2018
@sebastiansuarezpuntonet2018 2 месяца назад
@@dolgrentaps be shure in animation panel you export to md the shoes are the same that you are changing
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