Table of Contents
Avatar Settings
Objective
Adjust the Avatar settings, such as size, measurement, arrangement, fitting suit, and IK settings.
Location
Main Menu ▶ Avatar ▶ Avatar Editor
Operation
- Place an Avatar in the 3D window. The Avatar Editor is accessible only when the avatar is in the 3D window.
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Select the tool/menu indicated above under Location.
→ Avatar Editor window will appear. - Adjust the properties for the properties below. There are separate tabs for Avatar Size, Measure, Arrangement, Fitting Suit, and IK Joint.
Avatar Size
Avatar size allows you to create a custom-size avatar with your own measurements. The Marvelous Designer Avatar Editor is powered by real body scan data to help you create realistic body shapes, whether you have a complete size specification or not.
Size:
Option | Description | ||
Size |
Custom / Presets |
Select an Avatar size from the presets, or create an avatar with your desired size by inputting detailed measurements.
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Avatar Name (.avs) |
Select the Avatar file. | ||
Units of measurement | Select from Millimeter, Centimeter, Inch, Feet & Inch. | ||
Set Details (gear icon) |
By clicking this icon, you can select and activate currently hidden size measurements.
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Show all Measurements (list icon) |
By clicking this icon, you can view active and hidden size measurements that are not displayed in the editor window. If the measure is not checked on in the Set Details it will be visible, but not editable. | ||
Width / Height |
The Width/Height categories allow you to select what you want the key measures to be for your size, and Marvelous Designer will then automatically generate a proportionate body shape based on these key measures. For example, if Under Bust and Total Height are selected here, circumference, height, and length measures below will be automatically created or slightly adjusted to maintain a proportional body shape. | ||
Link (default) |
Size editing for Marvelous Designer avatars is algorithm-based, and by default, measures are linked to help you create a proportional body shape based on real human body scan data. |
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Unlink |
You can unlink the proportional editing by clicking the icon to deactivate it. When unlinked, any changes to the key Width/Height measurements will not affect the lower measurements. |
Shape:
Option | Female | Male | Kid | Baby | ||
Shape | Hand & Head | Hand | O | O | X | X |
Head | O | O | O | X | ||
Crotch | Width | O | O | X | X | |
Volume | O | O | X | X | ||
Hip | Dips | O | O | X | X | |
Volume | O | O | X | X | ||
Breast | Shape | O | X | X | X | |
Space | O | X | X | X | ||
Height | O | X | X | X |
Custom Avatar Size (recommended workflow)
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Go to Avatar > Avatar Editor to open the editor.
Load the Avatar *.AVT and ensure it is the version you want to apply your size to.
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If you are editing from an existing *.AVS file, click the open icon to select your file.
When open, the avatar measures will be displayed in the 3D window. Measures
that can be moved will appear as black dotted lines, and non-editable measures will be grey dotted lines.
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Before entering size data in the editor window, ensure the desired values are
available. If not, click the Set Details button to add them and Exit to go back to
the main editor. For optimal results, it is recommended to activate only the
measurements that you have.
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Once you have your avatar and desired measures, select your key measures
for Width / Height and enter your values. It is recommended to keep the default
Link option on, but if desired, click the icon to unlink.
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Now enter your desired measurements in circumference, height, and length.
Note that when linked, Marvelous Designer will make slight automatic adjustments to maintain
a proportional body shape.
※Note: When developing categories such as gloves, intimates, and headwear, you have additional options to adjust the head, hands, crotch, and bust to suit your needs.
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Press Save to save your custom Avatar.
After creating a custom size, you have the option to save the size only (*.AVS) or as an Avatar (*.AVT). The steps to modify the measurements of an Avatar are the same whether saving an *.AVT or an *.AVS file. The only difference is the way you open the file.
File Format
File name Description Avatar
(.AVT)The *.AVT is a Marvelous Designer native format, which contains all the information related to Avatars, including the model, skeleton rig, sizing, pose, motion, accessories, bounding volumes, and arrangement points. Avatar Size
(.AVS)The *.AVS format contains avatar size information. The Avatar file
must be loaded before opening an *.AVS size file. The *.AVS format does not contain any avatar, only size information.
※Note: It is not possible to mix *.AVS files between avatars of different versions, age, or gender. The *.AVS file is only compatible with the avatar on which it was originally created. For example, if you created an *.AVS file using a female V2 Avatar, this will only apply to the female V2 Avatar.
You can connect the folder you saved to your library and click-drag your different sizes on the avatar of your project file. You can open an .AVS file, using the Folder Icon next to Save in the Avatar Editor.
Saving in .AVT
If you want to add a custom Avatar in the workspace, open from File ▶ Open ▶ Avatar.
Measure
You can use 6 types of avatar tape that allow you to create free measures, circumference, linear, and height measurements.
Please see the Measure manual for additional Measure information.
All added measurements can be viewed and renamed in the Measure tab.
※Note: The difference between ‘Basic’ and ‘Surface’ is whether the measure will follow the curvature of the avatar's body or follow a direct line around the widest points. The Basic Tapes are most akin to methods of measuring the body with soft measuring tape, whereas ‘Surface’ will measure along the curved surface of the body.
Measure:
Option | Description | |
Measure | Name | The default name appears after creating a new measure. Double-click on the text to rename. |
Delete |
Delete the selected Measure. ※Note: You can also use the Edit Measurement tool to select the Tape Measure in the 3D Window and hit either the Backspace or Delete key. |
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Fit to Avatar | Re-fit the measurements when changing its Pose or loading another Avatar's joints. | |
Open | Open a *.MEA file created with other Marvelous Designer Avatars. | |
Save |
Save the measurements in *.MEA format to open with other Marvelous Designer Avatars. ※Note:.MEA files should be applied to the same model in the same version. |
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Measurement Type |
Toggle the Measurement Type between Basic and Surface to update the type without needing to recreate the measurement. |
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Measurement Information |
Measurement Information given is either Tape or Circumference. |
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Basic Length |
Check the value when measured with the Basic Measurement tool. |
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Surface Length |
Check the value when measured with the Surface Measurement tool. |
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Show |
Toggle on or off to show or hide the selected measurement in the 3D Window. |
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Show Length |
Toggle on or off to show or hide the selected measurement in the 3D Window. |
Arrangement
Edit, add or delete any of the Bounding Volumes or Arrangement Points in the Arrangement tab.
Please see the Arrangement manual for additional information on how to use Bounding Volumes and Arrangement Points.
You can rename any Bounding Volume and Arrangement Point with "NAME_1_L", "NAME_1_R" to maintain symmetry.
All arrangement points apart from the Avatar's body are symmetrically set by default.
Bounding Volume:
Option | Description | |
Board | Name | You can double-click to rename the default name. |
Add | A new Bounding Volume called “PAN” will be added at the bottom of the list. | |
Delete | Deleted the selected Bounding Volume | |
Reset Bounding Volumes | Reset to the original position | |
Open | Open a pre-saved *.PAN file | |
Save |
Save the created *.PAN file to use with other avatars. |
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Joint Name 0 |
Set the beginning location of the Joint (X-ray) |
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Joint Name 1 |
Set the end location of the Joint (Show Avatar Joint) |
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Height |
Set the height |
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Radius X (mm) |
Set the horizontal radius |
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Radius Y (mm) |
Set the vertical radius |
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Hands/Feet |
Toggle on to extend BV's length to Avatar's hands or feet, respectively |
Point:
Option | Description | |
Placement | Name | You can double-click to rename the default name. |
Add | A new arrangement point named “Arrangement Point” will be created at the bottom of the list. Note that the point is unassigned by default, and you will need to select the BV and X Y positions in the steps below. | |
Delete | Delete the selected Arrangement Point. | |
Open | Open an *.ARR file; this can be used to apply Arrangement points to an *.OBJ avatar. | |
Save | Save as an *.ARR file and open on another Avatar. Note: Some readjustment may be needed when applying to another avatar. | |
Arrangement BV |
Selects the Bounding Volume where the Arrangement Point is to be placed. |
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X |
Moves the Arrangement Point left and right. |
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Y |
Moves the Arrangement Point up and down. |
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Offset |
Sets the distance between the Avatar and the Arrangement Point. |
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Wrap Direction |
Wrapping can be set to up or down and will determine the direction of the pattern wrap when placed on the Arrangement Point. |
Fitting Suit
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Draw lines on the avatar according to the indicated position below.
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Create the circumference line on the avatar's position following the image.
• The pattern of the fitting suit is displayed.
• The circumference line on both sides is automatically created symmetrically. -
After creating all the circumference lines, click the Drape Fitting Suit button.
• The fitting suit is draped. Adjust the fitting in the 3D window if needed.
Option | Description | |
Fitting Suit | Auto Create Fitting Suit |
Click this icon to create a fitting suit automatically. If the avatar is not created properly, we recommend creating it manually. |
Create Symmetric Tape | Toggle on and off to create the draw line symmetric or not symmetric. | |
Delete | Delete the drawing line. | |
Reset | All drawing lines will be deleted. | |
Save | Save as an *.AVT file. |
IK Joint
Use IK joint mapping with various avatars to achieve natural movement while ensuring seamless compatibility for motions and poses across all avatars.
The avatar must have properly defined joint points. Rigging must include key joints such as shoulders, elbows, wrists, pelvis, knees, and ankles.
Joints are categorized into required and optional, and you must map all required joints to ensure proper IK setup.
※ Note: The FBX file must not contain joints with duplicate names, and IK mapping may not apply correctly for creatures or quadruped avatars with non-human structures.
Operation | Description |
Open / Save |
You can manage the IK data mapped to the avatar as a file. Click Open / Save icon at the top right to open or save IK data as a .iks file. |
Auto Mapping |
If the avatar meets the following conditions, click Auto Mapping at the top right to apply automatic mapping. • If each joint name of the avatar matches that of the Marvelous Designer avatar. • If the avatar is from one of the following platforms: Daz 3D, Adobe Mixamo, Reallusion Character Creator, or Unreal Engine MetaHuman. |
Set T-Pose |
Set the avatar in a T-pose to ensure proper compatibility with Marvelous Designer avatar pose and motion files apply correctly. Adjust the avatar’s joints directly to a T-pose using the gizmo in the 3D window. |
Reset Pose |
If T-Pose is set correctly, this button activates, allowing you to check the Set T-pose when clicked. After adjusting the pose during IK mapping, click this button to revert the avatar to the set T-pose. |
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