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In this chapter, we will prepare
our character model for clothes creation.
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In our pipeline,
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we need two versions of the character.
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The first one is just the character
mesh in A-Pose, which can be used
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as the avatar in Marvelous Designer
or as the base model in Blender, 3D Coat,
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ZBrush, or whatever software
you are working with.
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Second, when we are done
with creating and texturing the clothes mesh,
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we will need the rigged character.
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The body rig will be needed to rig
the clothes to the metahuman skeleton
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or for animation purposes
in Marvelous Designer.
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Let's open up our Unreal Engine project
and export the character.
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There are two ways of exporting
the metahuman character.
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We can either export it separately
by finding the body and head meshes.
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So select your metahuman,
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click on the body component,
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find the skeletal mesh in the content
browser and export it as a FBX.
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Always make sure
to deselect all additional export options.
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We don't need the LODs, morph targets
or anything else.
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Then find the head and export it as well.
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The second way to export
the character is via the sequencer,
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which will export the whole mesh,
including body and head.
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This comes in handy
if you want to export character animation
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for clothes simulation in Marvelous Designer as well.
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Okay, let's add a level sequence
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and drop our character into the sequence.
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Before exporting,
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we have to make sure that all transforms
are set to zero.
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Otherwise these transforms will be exported as well,
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which means your character
will be offset from the world origin
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when you import it in Blender.
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After resetting the transforms,
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just right click on the blueprint
in the sequencer and export it.
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Now open up Blender and import the FBX.
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We now have the separated body and head meshes
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with their respective rigs.
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Let's move them into a new collection
and name it "Hero_Rig".
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This will be our model for rigging later.
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Now let's duplicate the collection
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and name it "Hero_Avatar".
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As the name suggests, this will be
our static mesh for draping our clothes.
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I will delete the skeletons
as we don't need those.
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Sometimes when you break a relationship
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between mesh and rig,
the mesh gets scaled up or down.
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So let's adjust the scale of the meshes
by setting it to 0.01.
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Let's check if the scale is the same as our rigged model.
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Yes, it is.
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Now I delete the null objects,
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and join body and head
together by pressing Ctrl+J.
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We have everything ready to go now
and can begin making clothes.
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In the next chapter, I will walk you
through the Marvelous Designer workflow.
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If you don't use Marvelous Designer,
you can go directly to Chapter 5.3,
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where we will create a simple
clothes outfit in Blender.
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