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Cleaning up meshes imported from Marvelous Designer 3 years 1 month ago #534

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Marvelous Designer has a habit of leaving zero size triangles in its exported meshes and then when you simulate in Carbon a zero size triangle appears as having infinite mass! Not what you want for simulation.

So its best to clean up the meshes before creating Carbon Cloth nodes.

In Maya we recommend running a Maya mesh cleanup script, such as the one below.
Select all the simulation meshes, then run this Python script:
import maya.cmds as cmds
import maya.mel as mel
meshes =, dag=True, shapes=True)
for mesh in meshes:
    mel.eval('polyCleanupArgList 4 { "0","1","1","0","0","0","0","0","1","0.01","0","1e-05","0","1e-05","0","-1","0","0" };')

Afterwards, best to save out the meshes as an FBX and reimport them back into a new scene as the clean-up can leave some nodes that interfere with the Carbon Garment Processor.

Also you may need to run this on the deformer reference and render meshes as well, or the deformer wrapping may fail. But for higher res meshes, like render meshes, you need adjust the zero edge length argument value from "0.01" to something smaller to maintain the closed edges of render panels which tend to have fine splinter triangles.

If you have any questions about this script please start a topic below.
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