Skip to main content

Marvelous Designer bridge

The Marvelous bridge integrates Marvelous Designer — pattern-based cloth simulation — into Buril. The killer feature for VTuber and game workflows is bake_to_skin: the bridge bakes a Marvelous cloth simulation onto the underlying character's skinning weights, producing a skinned cloth mesh that animates with the body in Unity without a runtime cloth solver.

Bridge namespace: marvelous_* — 80 tools.

What it does

StepTools involved
1. Push avatar to Marvelousmarvelous_push_avatar, asset_export_fbx
2. Apply garment pattern (preset or custom)marvelous_apply_pattern, marvelous_pattern_library_list
3. Drape simulationmarvelous_simulate, marvelous_simulation_set_params
4. Bake to skinmarvelous_bake_to_skin (the headline feature)
5. Export skinned mesh + texturesmarvelous_export_fbx, marvelous_export_textures
6. Ingest as Unity garmentclothing_ingest_skinned_garment, prefab_create

Tier requirements

Marvelous licenseWhat works
Personal subscriptionFull bridge feature set.
EnterpriseSame as Personal + on-prem mode for the bridge if needed.
Free trialBridge works for the trial period; bake-to-skin works.

Buril does not resell Marvelous licenses. You subscribe directly with the Marvelous Designer team.

The bake_to_skin feature

This is the reason most people install the bridge.

Problem: A Marvelous simulation outputs a vertex-animated mesh (each frame a different geometry). Runtime cloth solvers (Unity Cloth, Obi) work, but they cost CPU/GPU at runtime and are hard to tune for stylized looks. Static skinning is cheap but loses simulation detail.

Solution: marvelous_bake_to_skin runs the simulation across the avatar's animation cycle, then transfers vertex weights from the simulation result to the underlying skeleton. The result is a normal skinned mesh that follows the body — but the silhouette retains the simulated drape, fold, and gather.

marvelous_bake_to_skin
input:
avatar_prefab: Assets/Characters/Avatar.prefab
garment_pattern: jacket_zip
drive_animation: Assets/Animations/Player_Idle.anim
fidelity: high # low / med / high — bake density
output:
skinned_mesh: Assets/Garments/Jacket_Player.fbx
bone_count_avg: 3.2
fold_preservation_score: 0.91

The fidelity setting trades bake time for silhouette accuracy:

  • low — bakes 12 frames, ~10 seconds, suitable for mobile / background NPCs.
  • med — bakes 24 frames, ~30 seconds, the default.
  • high — bakes 60 frames, ~90 seconds, for hero characters.

A round-trip in chat

Push the Player avatar to Marvelous, drape the trench coat pattern, bake to skin
at high fidelity, and ingest as Assets/Garments/Player_Trench.prefab.

The marvelous-tailor specialist runs through the 6 steps. The result is a Unity prefab with a SkinnedMeshRenderer already wired to the avatar's bones.

Pattern library

Patterns are stored in Marvelous's own .zprj format. The bridge ships a curated library at:

Tools~/marvelous-presets/
jacket_zip.zprj
trench_coat.zprj
hoodie.zprj
skirt_pleated.zprj
shirt_button.zprj
pants_straight.zprj
...

To add your own, drop a .zprj into the folder and run marvelous_pattern_library_refresh.

Plugin install

The Buril Marvelous plugin is a Python script under:

Tools~/marvelous-plugin/

Marvelous Designer 12+ supports Python via the menu Tools → Python Console. Run:

import sys
sys.path.append("/abs/path/to/Tools~/marvelous-plugin")
import buril_listener
buril_listener.start() # listens on 127.0.0.1:9877

For convenience, copy buril_listener.py into Marvelous's auto-startup folder (path depends on OS).

Common issues

SymptomFix
Garment penetrates bodyInitial pattern not aligned. Run marvelous_align_pattern_to_avatar first.
Simulation never convergesPattern is too tight. Increase marvelous_simulation_set_params --tightness 0.85.
Baked mesh has spikesBake fidelity too low. Re-run at med or high.
Textures don't importMarvelous exports textures separately; ensure marvelous_export_textures ran.

Licensing reminder

Marvelous Designer is published by CLO Virtual Fashion. Per the Marvelous EULA, outputs of Marvelous Designer (including bridged outputs) belong to you, subject to per-pattern licensing if you use third-party patterns. Read the EULA before redistributing. Buril does not modify pattern license metadata.

  • VRoid bridge — VRoid avatar as the input to Marvelous.
  • AI clothing — clothing pipelines that don't require Marvelous (GarmentCode-based).