Edit : I solved it. It was an import issue to MD. Avatar's dimensions were very small. I imported it again with a larger scale and it's OK now. I wish there was a way to scale the custom avatar and the garments all together, without having to re-import, scale the garments independently and start all over.
Hello, first of all it's quite exciting to be the first one posting on the new forums. I don't know why this change happened as the old forums contained a lot of useful information. Good thing i had screenshots of my previous questions.
Having said that, i'm having a problem. I completed a work on MD, i'm trying to import it to Blender for final touches. But the imported .obj is very different from what i did on blender. What might be the problem? Warp values are over 100, particle distance is like 2.
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Marvelous project
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Imported .obj on blender.
Thanks!
In blender's 2.82 world space you need to decide on setting units (or not).
When you use blender, you can elect to set the export scale and re-orientate the 'swizzle' x,y,z axis to match the screen view orientation for MD when you import. (You will need to check these relative to your own systems settings in blender and MD)
Above the default blender default x,y,z swizzle vector orientation is defined by the red,green,blue axis. and the screen space view of that 3D object.
When you import that blender file into MD you need to keep in mind that the screen view of the 3D world, and paper space 2D world orientate the object relative to the 2 software systems working viewer modes. This means it is about changing the imported object so it views the same way (screen position) to the viewer. This is simply because the drafting view is x,y (paper space) but the z axis (depth) is now forward facing. Where in blender the z axis is upwards facing from the default viewers eye, eg: that the blender world scene has it's paper space orientated so the plan view is x,y unlike MD where it is forward facing .... to the LCD screen planon. To compensate for these two differing default user viewpoints the digital scene world spaces and viewer hardware related positioning need to be manually adjusted so the swizzle vector axis is re-orientated. > see axis conversion in MD on import of .obj file needs to become (X, Y (up), Z).
In MD the swizzle (gizmo) x,y,z scene orientation is denoted by the 2D drafting plane x,y axis (paper space) for drawing patterns and in the 3D window the depth (z axis) is orientated forwards.
This is all about the viewers frame of reference to that 3D model in the data file. So between system what changed was the default user viewpoint. I trust your head space is still with me on this. With blender relative to MD viewer position the blender x,y paper view is from the top looking down > the viewer would need to be sat on the ceiling of a room looking down at the floor plan (eg: in world scene space). In MD the viewer needs to be sat looking at the 2D Pattern parallel to the screen in order to draft. So it is this technical constraint that drives the 3D MD world scene view. The floor that the avatar is stood on in MD world space is not the same plane as the default floor would appear to be in Blender. Hence the need to factor in re-orientation.
But also note that in both cases the industry standard CG generic (x,y,z) red,green,blue axis convention is actually common between systems. So what has changed is the viewers relative position to the object faces when they work.
My suggestion would be creating a blender to MD default scene startup file that reflects the cm unit space and x,y,z plane and matches the axis orientation of MD ( see below where to set these).
Or use a custom blender export preset [+] button to add in a new drop down 'custom' preset that redefines the factory default unit-less blender world space so that it works with MD's unit space.
TIP:
If you export a blender object as FBX it will import into MD correctly orientated and at scale, as that export format contains scene view data in the data file header that will be automatically converted so the model on import to MD is orientated correctly for working on screen. Avoiding all this head banging swizzle orientation stuff.
To recap:
- Establish your world space scene scale units (cm) and that unit scale is 1.0
- That you define your blender xyz axis (swizzle axis vector orientation) so that the object orientates to work with MD's xyz axis (swizzle orientation) and that you save that as a blender named preset [+] to reuse in future
- Alternatively, that you save your new unit space blender file as a new factory default startup file set to cm (instead of blenders default unit-less world space) using that scene file to generate your MD related blender projects. Blender 2.82 > File > Defaults > Save Startup File
- Use FBX as the export format where MD automatically orientates the model to match the viewers previous software viewpoint.
:-)
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