Hi!
I recently started learning marvelous designer, and I'm already got stuck on basic controls.
I can't for the life of me figure out how to drag and select multiple objects in 3d view!
It says right here in the manual:

But no matter what I try, it doesn't work. Selection rectangle doesn't appear. I can only click on individual objects, and then control+click to add more objects to my selection. Or I can drag and select multiple patterns in 2d view.
But it doesn't work in 3d view!
It's especially annoying when I need, for example, deactivate an object, and it has a bunch of piping on it. So I have to click each piping individually.
What am I doing wrong? How do I get selection rectangle working?
Replies
If there's really no way to use selection rectangle to select multiple objects in 3d view - that's just stupid. Why not?
Where is it written in the manual MD supports click and drag to select in the 3D viewport though? Because there's nothing in the screenshot you posted.
I just naturally assumed that "hold to select multiple objects" means a selection rectangle... like... in literally every other piece of software on planet earth.
You'd be surprised by how terrible is the UIX and remapping of most pieces of software on planet Earth, with specialized software in particular being the worst offenders. 😂
And I'm not a fan of MD controls and the limitations of their remapping. You have my sympathies!
Can I somehow create a low-poly mesh for piping?
I want to make sofa pillows with thick piping along the seams. The problem is, however, is that I can easily make a low-poly version of the pillows themselves inside MD, but I can't seem to find a way to reduce the topology for piping.
And doing re-topology by hand in maya would be super time consuming, because it's all bendy and wrinkly:
The only thing that comes to mind is removing piping and re-doing it as additional patterns, sewn onto the edges of my pillows, to create tubes. But that also gonna take additional time, although not nearly as much as manual re-topology, and I'll have to re-do all my simulations.
There's gotta be a way to make low-poly out of MD's pipings! Is there?
1. I export it to my 3D software of preference without any proxy pipings if I used them.
2. Select those seams and turn them into curves.
3. Use curve to mesh to turn them into the target geometry.
I believe if you really wanted to use the MD mesh as highpoly this approach should still be feasible with some adjustments.
MD meshes can be quad instead of tris meshes, but using that option won't guarantee they can be unsubdivided into a lowpoly. MD also has a retopo area but I'm not a big fan of it due the UI and I don't think it'd be worth the trouble for this kind of detail.
An alternative you could experiment with is to set a duplicate of the piping to quads and lower resolution to try and get a continuous stripe from it, but I don't think it will work. Often when you change the resolution of a pattern it gets a bit glitchy and you have to simulate for a moment for it to fall back into place, and you can't simulate the piping if you want to have a high and low poly version because then they would no longer match.
I guess making the piping in maya along the curve of the seam would've been easier, yeah.
I already made them in MD the way I mentioned before - by creating tubes from separate rectangles and then stitching them to the edges of pillows.
I then switched them to quads, exported as highpoly; reduced "particle density" and exported as lowpoly.
Had to do some cleaning up on lowpoly manually in maya, but the end result after baking is pretty nice: