There are 2 major features in the toolbar of CLO/MD LiveSync Editor, Update and Save:
Update: The update button (CLO Virtual Fashion logo) allows users to instantly bring garment and avatar into CLO/MD LiveSync Editor.
- Note that you can delete loaded garment and/or avatar by selecting “Garment” and/or “Avatar” in a selection tree in the left side of the editor screen, then hitting a Delete key.
- Make sure that simulation and animation has been turned off in CLO and Marvelous Designer, and set in either Simulation mode or UV Editor mode when attempting to press Update button.
- In order to utilize Unified Material option embedded in ellipsis next to Update button, make sure that UV maps are arranged without overlapping with each other. UV maps can be manually arranged, or automatically arranged with Auto UV Packing/UV Packing. Texture resolution is supported up to 8K.
Unified Material option can be particularly useful when Puckering is applied to garment, or multiple Trim objects are present. Otherwise, the option can be turned off.
Incorrect UV mapping for Unified Material: maps are placed on texture boundary lines
An example of maps being placed correctly, using UV Packing feature
Save: Once garment and avatar are sent to CLO/MD LiveSync Editor, they can be saved as Static Mesh, Skeletal Mesh, Geometry Cache or Animation Sequence depending on users' needs. After selecting a desired asset in LiveSync tree, it can be saved as one of four aforementioned Unreal Engine assets. Pressing Save button automatically disables target asset options that CLO/MD LiveSync Editor cannot save based on source data in CLO and Marvelous Designer (e.g. no animation in CLO or Marvelous Designer means that assets cannot be saved as Geometry Cache).
GC Material Combiner (new feature in LiveSync 1.1.5): GC Material Combiner can be launched by navigating to LiveSync Editor > Tools > GCMaterialCombiner. This tool aims to help users with managing materials of multiple Geometry Cache assets.
Base Geometry Cache slot takes a single Geometry Cache asset which will be used as a reference. Multiple Geometry Cache assets can be added under Target Geometry Caches slot. As long as the number of material slots for given Geometry Cache assets is same, material of Base Geometry Cache will be applied to all Geometry Cache assets listed in Target Geometry Caches.
You can choose to delete 'unused/duplicate' materials by enabling Delete all Other Materials checkbox. Then materials for Target Geometry Caches will be deleted accordingly.