3DNewb wrote:Any thoughts of how to remedy the floor plane issue without having to add more steps like Blender, and without manually moving the model up in Marvelous Designer with my mouse? The reason why I'd like to avoid the later is to have perfectly consistent X coordinates for my models.
Yes, what you need to do is chose a skeleton in MakeHuman for your model; there seems to have been a change between MD2 and MD3 where MD3 requires a rig to set coordinates for Bounding Volumes (BV) and Arrangement Points (AP).
For every BV you need to associate Joint0 to an Armature Bone (I'm using Blender terms here), and then Joint1 to the next linked bone. The changes in BV behavior are complex; without this association, those changes are unpredictable. MD3 is a new piece of software, and is quite buggy.
To solve this problem for sure: I export the Makehuman model to Blender (Collada is fine here); check that the mesh has an Armature modifier; move the model up the Z axis (g + z);
then go to Pose Mode for the Armature, select all bones, and Insert Key (LocRotScale).
This last part is hard, I grant that. But...most of the old MD2 tutorials for bedsheets and pillows omit the Armature / Vertex Group assignment step, and that clobbers the export into MD. For example, I made a vase with a narrowed waist and tried to drape it. Without complete vertex group assignments, those parts of the mesh not assigned to a bone/vertex group are invisible (they don't show up at all, not even in wireframe).
Sorry that this gets so complicated!