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Question How to make clothes from Marvelous Designer be Detachable when imported to VAM?

trashinator

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the clothing in question :

1744343962240.png

✨✨ Lil me want to make the middle part detaching like a zipper slowly unzipping, scales with detach threshold. ✨✨

In what way do VAM recognize which part should be detaching/not? Should i stitch that with zipper feature? Or no stitch at all? Does the answer lies within the SIM MAP image file? I don't know the keyword that corelates with the knowledge i'm looking for. Please help me, shifu! 🙇‍♀️🙇‍♀️🙇‍♀️

Another question that i would like to ask, since probably the answer lies in the same place : I'm planning to add a hood to that hoodie, how do one export the OBJ so VAM would recognize the jacket and hood are 2 DIFFERENT material? Last tutorial i follow only export the object into one unity and all share same material. Below is my 1st attempt on making custom clothing, i want the ribbon to be detected as different item, but its exported as ONE UNITY instead.

leaning 1.png


Can you guys give me a link to tutorial that have answer to those questions??? 😭😭🙏 Thanks
 
Solution
Always check the guides first, they usually answer questions like yours about detaching clothing:
1744353431246.png

Found new insights :
- Unticking combine material in clothing maker will not combine the material (shocker 😭)
- Stitching with zipper feature in marvelous designer will export the zipper as object instead of a feature, they add unnecessary amount of vertex count, need to figure out making zipper with other method.

Still haven't found a way to undress the middle part based on detach threshold setting 🥺
 
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Always check the guides first, they usually answer questions like yours about detaching clothing:
 
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Solution
I haven't tested much "openable" clothes. But I'm like at least 80% sure that your opening part should have loose vertices to allow each part to open like a zipper would.
 
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Yay! thanks for the guides.

After understanding how VAM reads mesh as clothes, the solution appear itself. Pieces of part you want to undress should be very near, but not merged. To make it detachable, just apply strong sim map to the part that's holding the clothes together.
 

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Another question that i would like to ask, since probably the answer lies in the same place : I'm planning to add a hood to that hoodie, how do one export the OBJ so VAM would recognize the jacket and hood are 2 DIFFERENT material? Last tutorial i follow only export the object into one unity and all share same material. Below is my 1st attempt on making custom clothing, i want the ribbon to be detected as different item, but its exported as ONE UNITY instead.

View attachment 478860

Can you guys give me a link to tutorial that have answer to those questions??? 😭😭🙏 Thanks
Hi Trashinator, you should take a look at this post, it explains a bit about how the materials and UV work.


I suppose that when you import the clothes in Vam you do it with combined materials activated, this makes the materials unify, if you don't activate it all the materials will appear and you can do things like this:
1.png

Using this method has its advantages, such as adjusting color separately, opacity and textures sim per material.
To achieve this I exported the clothes twice, the first time as a single material to paint in Substance Painter (so that it is just a texture) and the second time with 6 different materials that I renamed in Blender.

View attachment 478911
Found new insights :
- Unticking combine material in clothing maker will not combine the material (shocker 😭)
- Stitching with zipper feature in marvelous designer will export the zipper as object instead of a feature, they add unnecessary amount of vertex count, need to figure out making zipper with other method.

Still haven't found a way to undress the middle part based on detach threshold setting 🥺


When I started making clothes in Marvelous Designer I saw many videos on YouTube with very good designs, applying jewelry using buttons, after making one with this style, I saw that the buttons have many vertex and to create a dress with jewelry would be many more, and can easily exceed 100k vertex. Luckily textures with relief can be made to look like 3d without any performance reduction.

1721673022-jpg.392297


As you can see in the image, I added zipper to the pants without modifying the mesh, just with normal textures.

You should take a look at this guide, to add a zipper with physics.


The other option is to make your own low poly zipper in Blender and import as trim in MD, I had to create a couple of buckles since the ones in the store had 20 k vertices and need 2, going over the recommended limit in Vam just using those buckles.

1.jpg

Textures help more than having high poly mesh.
 
Upvote 0
Hi Trashinator, you should take a look at this post, it explains a bit about how the materials and UV work.


I suppose that when you import the clothes in Vam you do it with combined materials activated, this makes the materials unify, if you don't activate it all the materials will appear and you can do things like this:
1.png

Using this method has its advantages, such as adjusting color separately, opacity and textures sim per material.
To achieve this I exported the clothes twice, the first time as a single material to paint in Substance Painter (so that it is just a texture) and the second time with 6 different materials that I renamed in Blender.




When I started making clothes in Marvelous Designer I saw many videos on YouTube with very good designs, applying jewelry using buttons, after making one with this style, I saw that the buttons have many vertex and to create a dress with jewelry would be many more, and can easily exceed 100k vertex. Luckily textures with relief can be made to look like 3d without any performance reduction.

1721673022-jpg.392297


As you can see in the image, I added zipper to the pants without modifying the mesh, just with normal textures.

You should take a look at this guide, to add a zipper with physics.


The other option is to make your own low poly zipper in Blender and import as trim in MD, I had to create a couple of buckles since the ones in the store had 20 k vertices and need 2, going over the recommended limit in Vam just using those buckles.

1.jpg

Textures help more than having high poly mesh.
Yes! This works for me! At first, i modeled the .obj like a product, but VAM likes it when you model it as an asset instead, less vertex, and rely on substance painting. At first, i model it by copying real world cut pattern, but it becomes wrinkly on T pose model, and VAM dont like it. It takes a lil bit of effort to learn texture painting, but its very fun! Thanks for the in depth reply! 🙏🙏✨✨✨

1744553071147.png
1744553133186.png
1744553350681.png
 
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