Enable CLO/MD LiveSync Mode by navigating to Selection Mode > CLO/MD LiveSync (Shift+9). Instead of a separate editor, a CLO/MD LiveSync tab will appear. You can control various options in the tab.
The tab consists of the following components and options:
- Tab type : The LiveSync tab is enabled by default. In the Extensions tab, there is a new feature called Material Combiner.
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Action buttons : You can perform 3 actions in the LiveSync tab.
- Update : Clicking on this button brings objects in CLO or Marvelous Designer based on import options under the Garment, Avatar, Scene and Props, and Override Transparent BlendMode sections.
- Save : The imported asset is saved to a designated folder in the Content Browser, based on the save configurations under Garment, Avatar, Scene and Props, and Override Transparent Blend Mode.
- AsCloth : Garments can be saved as a Chaos Cloth Asset. You must enable the Include Garment Simulation Data option to use this feature. For more details about the Chaos Cloth pipeline, you can check out the following manuals:
- LiveSync Connection Status : Either a green or a red circle will appear based on the connection status with CLO or Marvelous Designer. If it shows a red circle, you can check if you are using a compatible version, or perform simple actions in CLO or Marvelous Designer such as clicking on a pattern. Otherwise, please restart CLO or Marvelous Dseigner.
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Garment
- Include Garment : Enabling this option brings garments from CLO or Marvelous Designer to Unreal Engine.
- Single Object vs. Multiple Object : You can choose either option to weld the meshes or keep them separate.
- Thin vs. Thick : The Thin option corresponds to Textured Surface mode, while the Thick option corresponds to Thick Texture Surface mode in CLO and Marvelous Designer.
- Unified UV Coordinate : The unified UV coordinates option is enabled when this option is checked.
- Include Garment Simulation Data : This option is identical to the one in the USD Exporter of CLO and Marvleous Designer. Enabling this option is a prerequisite to saving a garment as a Chaos Cloth Asset mentioned above.
- Include Cache Animation : If there is an animation in CLO or Marvelous Designer, you can enable this option to bring animated garment data to Unreal Engine. It can be saved as a Geometry Cache Asset.
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Avatar
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Include Avatar : Enabling this option brings avatars from CLO or Marvelous Designer to Unreal Engine. Please note that avatars with joints will be saved as Skeletal Mesh Assets by default.
- Avatar Animation : Two options are exposed upon enabling this option, Joint and Cache animation.
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Include Avatar : Enabling this option brings avatars from CLO or Marvelous Designer to Unreal Engine. Please note that avatars with joints will be saved as Skeletal Mesh Assets by default.
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Scene and Props
- Include Scene and Props : This option allows you to control the LiveSync behavior for bringing in any Scene and Props objects from CLO or Marvelous Designer into Unreal Engine.
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Animation (✨Introduced in CLO/MD LiveSync 2.2.0)
- Play Region vs. Entire Region : Play Region uses Start & End Frame values from the Animation Editor in CLO or Marvelous Designer, while Entire Region uses the full animation.
- Bake Joint Animation Frames on FPS Mismatch : Enabling this option resolves FPS discrepancies (e.g., loading a 30 FPS CLO animation into the 60 FPS Animation Editor) by baking joint animation data for intermediate, empty frames, ensuring the avatar animation sent via LiveSync to Unreal Engine is always identical to the source.)
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Override Transparent Blend Mode
- Translucent vs. Opacity Mask : You can choose Material Blend Modes for materials of garments being created via LiveSync. For more details about both modes, please check out the Unreal Enigne documentation on Material Blende Modes.
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Override Normal Texture Option (✨Introduced in CLO/MD LiveSync 2.2.0)
- Flip Green Channel : Enabling this option flips green channel for all normal maps of garments via CLO/MD LiveSync Mode.
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Combine Material (Material Combiner)
- This is an upgraded version of 'GC Material Combiner' introduced in LiveSync 1.1.5. You can use it with Static Mesh Assets as well as Geometry Cache Assets.
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Combine Pose (Pose Combiner)
- (Introduced in LiveSync 2.1.0) You can select a desired start pose and a target animation, then combine them with a transition duration to make it easier to apply garments to a MetaHuman in CLO or Marvelous Designer. For example, if the target animation is a running motion, it can be challenging to dress the MetaHuman directly. By choosing a simple A-pose as the start pose, you can now easily apply clothing before transitioning into the running animation.