Tutorial — MetaHuman Avatar into Marvelous Designer
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How to bring the figure's own MetaHuman body into MD as the avatar, so garments are cut and fitted to the real character rather than a stock mannequin.
Draft. Written from Marvelous Designer's and Epic's documentation. Validate on the first figure and correct menu names here.
1. Two ways in
| Route | Needs | Use when |
|---|---|---|
| A. DNA importer (recommended) | MD 2025.2 or later; the character's body and head .dna files | Normal case. The avatar arrives rigged, in one step |
| B. Combined Skeletal Mesh | Unreal: MetaHuman Creator → Export Combined Skel Mesh → FBX | If the DNA import fails, or for the Unreal-side skin-weight transfer (you need this mesh in Unreal anyway) |
2. Before you start
- The body is final. Height, build and posture are signed off, and any custom body has gone through From Custom Mesh (Tutorial — Starting a Head and Base Body in ZBrush). A garment fitted to a body that later changes will need refitting. Outfit Assets resize, but only within limits.
- Hair and clothing are off in Creator.
- You know the figure's period measurements if any exist (for example a surviving garment, or a dressmaker's record). Otherwise the costume designer sets the target measurements.
3. Route A: DNA importer
- Get the DNA files. In Unreal, right-click the character's MetaHuman DNA assets → Export DNA for the body and the head. Both are needed.
- In MD: File → Import (or Import (Add)) → DNA. Select both files.
- Options:
- Unit: centimetres; scale 100% if it arrives in cm;
- Axis conversion: Unreal is Z-up and MD is Y-up; let the importer convert;
- Auto arrangement points: on, so pattern pieces snap to the body;
- Auto fitting suit: on if you want MD's fitting suit for measurements.
- Check the avatar:
- height matches the character sheet;
- the arrangement points sit on the hips, shoulders and arms;
- the face and hands are present, so you can check collars and cuffs.
- Pose:
.mtnmotion files don't work on DNA avatars. To check fit in a gesture, pose the joints and set keyframes in the Animation mode.
4. Route B: Combined Skeletal Mesh
- In Unreal, open the character in MetaHuman Creator and use Export Combined Skel Mesh. Save an FBX copy: right-click the asset → Asset Actions → Export.
- In MD: File → Import → FBX as Avatar, units cm, Y-up conversion.
- Add arrangement points by hand (Avatar → Arrangement → Edit), or use MD's auto arrangement.
- Keep the Unreal asset. The Cloth Asset's skin-weight transfer uses it later (Tutorial — Marvelous Designer Garment to MetaHuman Outfit).
5. Make it a studio avatar
- Save the avatar (
.avt) asAT_<Figure>_Avatar_v###.avtinCharacters/<Figure>/Costume/MD/. - Add a period "understructure" avatar variant. For corseted figures, the costume is cut over the corseted shape, not the natural body:
- simulate or sculpt a simple corset/stays shape and freeze it onto the avatar;
- or use a sculpted torso from ZBrush;
- see Tutorial — Period Layers, Hoops and Skirts.
- Record the measurements MD reports (bust, waist, hip, nape-to-waist, shoulder width) in the costume sheet, and check them with the costume designer.
6. Check before drafting
Sources
- Marvelous Designer, MetaHuman DNA Importer: https://support.marvelousdesigner.com/hc/en-us/articles/51752244831897-MetaHuman-DNA-Importer
- Marvelous Designer, MD to MetaHuman USD garment workflow: https://support.marvelousdesigner.com/hc/en-us/articles/52699135975705-Marvelous-Designer-to-MetaHuman-USD-Garment-Integration-Workflow
- CG Channel, MD 2025.2 (DNA import): https://www.cgchannel.com/2025/11/clo-virtual-fashion-releases-marvelous-designer-2025-2/
- Full list: Sources — 2026-09-19