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
| Step | Tools involved |
|---|---|
| 1. Push avatar to Marvelous | marvelous_push_avatar, asset_export_fbx |
| 2. Apply garment pattern (preset or custom) | marvelous_apply_pattern, marvelous_pattern_library_list |
| 3. Drape simulation | marvelous_simulate, marvelous_simulation_set_params |
| 4. Bake to skin | marvelous_bake_to_skin (the headline feature) |
| 5. Export skinned mesh + textures | marvelous_export_fbx, marvelous_export_textures |
| 6. Ingest as Unity garment | clothing_ingest_skinned_garment, prefab_create |
Tier requirements
| Marvelous license | What works |
|---|---|
| Personal subscription | Full bridge feature set. |
| Enterprise | Same as Personal + on-prem mode for the bridge if needed. |
| Free trial | Bridge 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
| Symptom | Fix |
|---|---|
| Garment penetrates body | Initial pattern not aligned. Run marvelous_align_pattern_to_avatar first. |
| Simulation never converges | Pattern is too tight. Increase marvelous_simulation_set_params --tightness 0.85. |
| Baked mesh has spikes | Bake fidelity too low. Re-run at med or high. |
| Textures don't import | Marvelous 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.
Read next
- VRoid bridge — VRoid avatar as the input to Marvelous.
- AI clothing — clothing pipelines that don't require Marvelous (GarmentCode-based).