Objective
Register the Avatar's Hair/Shoes/Glasses/Earrings/Hat as an accessory file (ZACS).
Location
Main menu ▶ Avatar ▶ Register Accessory
Operation
OBJ production
When making OBJ accessories in other 3D programs (Maya, 3ds Max, etc.), please follow the requirements below.
- Set the work environment of the 3D program. (Axis: Y-Up, Unit: Millimeter)
Create a Hair/Shoes/Glasses/Earring/Hat OBJ according to the avatar file:
Avatar Prepare an avatar suitable for the Hair/Shoes to be registered.
Marvelous Designer's default avatar or user avatar can be used.Mesh For the sharp angular expression, add an edge to the mesh to be reliably simulated in the Marvelous Designer. Dummy Mesh For complex areas (shoelaces, heels, etc.) where the faces come into contact, wrap in a transparent and flat dummy mesh.
Make the spacing between dummy meshes smaller and more consistent than shoe meshes.Mesh Name Hair hair Shoes (shoes_r, shoes_l)
Glasses (glasses_r, glasses_l) Earring (earring_r, earring_l) Hat hat Materials Apply separately, various materials (leather, metal, plastic, etc.)
Even if the heel is the same material, it must be applied separately, and the order must be at the bottom.- Set the transform properties. (Translate/ Rotation: All axes 0, Scale: All axes 1)
- Export to FBX file.
※Note:- .obj files don't contain unit information internally
- With autoscale enabled, software estimates units assuming human-sized objects
- When using .obj files, remember and use the same unit setting during export and import
- .fbx format stores unit information internally, making autoscale import work correctly
Registering Accessories
- Open the avatar file for the Hair/Shoes/Glasses/Earrings/Hat to be registered to.
※ Note: It is recommended to review the placement of the (FBX) file (Hair/Shoes/Glasses/Earrings/Hat) that is intended to be registered and check that the position with the avatar is correct before you register it as an accessory.
- Select the tool/menu indicated in Location.
→ The Register Accessory window appears.
After setting the following options, click the Save button.
Basic
Rigging Type
(ver 2026.0)Select whether the accessory to register is defined for the Marvelous Designer default Standard or if it utilizes a general Rigging method. Standard
Registers accessories according to the types defined in the Marvelous Designer default avatar. Rigged
Registers rigged accessories without a specific type. When loading the file, joints with the same name as the avatar's will be automatically merged. Accessory Type
Hair
Select this option to register hair mesh. Shoes
Select this option to register the shoe mesh. Glasses
Select this option to register glasses mesh. Earrings
Select this option to register the earring mesh. Hat
Select this option to register the hat mesh. Object
Select the type of the object (file and pattern) to register.
You can load and select objects in the 3D window and adjust their positions directly.File
File
Select the mesh file path to register.
Scale
Select the scale unit from Auto Scale/mm (Default) / cm (DAZ Studio) / in / ft / m / 8ft (Poster) / 8.6 ft (Poster). %
Set the scale of the mesh file. Axis Conversion
Set the axis direction for the cache data. The Y-axis runs vertically by default. Check the Invert box to invert the direction. Patterns
Select materials to register as accessories. Option
Mirror Creation
If you register shoes and earrings, it automatically creates the opposite object. Inverted relative to the central axis of the avatar. Thumbnail
Auto A thumbnail will be generated automatically. Custom Select this to add a custom thumbnail image. → The save file window appears.
- Set the file name and path.
→ It is saved as a Hair/Shoes/Glasses/Earrings/Hat file (.ZACS).
※ Note: Make sure the mesh layer noted below has the correct nomenclature in Blender. The other names do not matter. Otherwise, you may encounter an error message that the name is wrong.
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