Some compounds below for binding meshes (like buttons, belts) to mdd anims from Marvelous Designer (/all other kind of anims fwiw)
compounds are meant for 4 different uses
#1: deform each point (= for soft things)
#2: deform each island (for rigid things like buttons)
#3: deform a pointcloud with shape instances (for a huge number of rigid objects.. e.g.chainmail)
#4: modeling details/cloth replacements in uv space (which is sometimes useful)
How to use #1 - this works best for soft items like a belt, replacement cloth. Rigid items like buttons will get bent!
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-in Marvelous, export obj and mdd as single object/unwelded with unified UV coordinates scale 0.1
-import obj and apply mdd
-model something like a belt directly around the waist
-apply "store locations" compound to the belt, plug the md mesh into its Geo port
-Freeze the belt - the pre computed ICE attributes are kept (could also use sim stack instead)
-apply "deform by locations" compound to the belt
How to use #2 -best for rigid things like buttons
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- same workflow as #1 just apply "initialize island lookup" before the "store locations"
How to use #3
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- same again but use point cloud instead of mesh and check "store instance rotations" in the "store locations" compound as well as "rotate instances" in the "deform by locations" compound.
#4
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- same... just use "morph to uv" compound on the MD mesh instead of applying the mdd
- (use steps from #1,#2 or #3)
- mute "morph to uv" after modeling and binding is done, then apply the mdd
just a quick writeup... don't hesitated asking questions about the compounds

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