![]() “We are building toward a future where we imagine the digitization of everything, the convergence of fashion with entertainment and the metaverse. “We strongly believe that digital garments will play a significant role in the future of digital entertainment and metaverse platforms,” said Simon Kim, CEO of CLO Virtual Fashion. CLO Virtual Fashion, a global leader in digital garment solutions and the developer of CLO and Marvelous Designer, and Epic Games, the developer of Unreal Engine, today announced that the companies have purchased shares in each other. The link to that software is at the foot of the CLO3D website. MD also has the Sansar export option > for VR also built in so you can test out some garments immediately in your own custom VR space using that eco-system. My suggestion is look at MD and the MD10 + MD11 features and you will get a good overview of what it takes. This would normally take more complex software to perform (eg: russian 3D scanner) but can actually be done very well inside MD. You can set the fit-skin to suit your needs. MD has a automated garment to character fit tool that means you can fit any single size garment to many character shapes. This confirms the garment will work well in realtime, once that editing is done (in MD) and the adjustments made you can save it directly to a rig along with weights. Any garment to character needs to be fitted to a VR ready character avatar > which means the rigged avatar needs to be posed such that there is sufficient room around underarm, crotch, etc so the draped garment can be cycled through the VR characters basic motion poses. That's probably the fastest process there is in terms of garment to VR workflow. So if you have a swag of CLO3D garments they can be opened in MD and the topology can be created and then fitted to the character and saved out as thin welded mesh, with texture atlas maps. ![]() That's as fast or faster than using CLO3D and secondary editing software. However where MD performs well is in the character skin that can be mapped to any avatar which means you can fit a wardrobe to many characters (sizes) using mesh interpolation that weights the garment to the mesh - which saves a huge amount of work in the fit to avatar process into VR. ![]() Then it's standard workflow for assigning your garment to a character. ![]() It basically is the same interface for drafting and can take in CLO3D garments directly > such that all you need to do is add in the low poly retopology for the garment and bake down the texture maps. It is easy to get the clothing assets into UE you just need to use the right software choice (eg: their sister company Marvelous designer). It reads like you may not have a full understanding about how a garment is built for rigging in a game engine, and that CLo3D by itself is NOT suitable to carry out that entire process > you might want to research more deeply their sister software MD and how that might be more suitable for this process > where you can retoplogise your cloth garment and bake down high poly to low poly cloth creasing such that a low poly model can be rigged in an external animation 3D software. If you are just exporting a recorded cloth mesh vertex animation sequence then applying that model data and mesh cache back to the original animated character avatar all you need to do is bind the mesh cache to the exported garment model > however that is a fixed animation sequence and has no rigging nor is it suitable for realtime animation as a character and garment. That's not going to work as a workflow as you need to understand that a model for UE needs to be prepared at a much lower resolution and be rigged as a low poly model in an external application such that the cloth is working with the 3D rigged model (both need to be weighted and rigged together). ![]()
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