c.4 OBJ



OBJ file is a versatile 3D‑model format. It can be imported and exported in Style3D, and used for avatar models, decorations or patterns.

Ⅰ. Import OBJ File

Operation Path: File ▶ Import ▶ Import OBJ
Import OBJ File
Load Type
Open: Open file and overwrite the original project.
Add: Add file without overwriting the original project.
Object Type
Load as Avatar
Used to import OBJ‑format 3D avatar models (e.g. Rhino‑modeled avatars for bag design) as avatar objects supporting bone rigging and pose adjustment. Right‑click one‑click conversion to pattern pieces is available. Make sure the OBJ mesh is split into multiple independent meshes, and set Object Type to "Load as Avatar".
Load as Trim
Import OBJ as non‑garment, non‑avatar additional components (buttons, zipper pulls, decorative pieces, etc.), generally for higher scene realism or animation.
Load as Garment
Import OBJ as pre‑modeled 3D garment assets (OBJ garments exported from CLO or Browzwear). Check 【Trace 2D Pattern from UV Map】to reuse assets across software.
Load as Prop
mport OBJ as scene‑level props (hangers, display stands, accessory brackets, etc.). They do not participate in simulation or bone rigging and are only for visualization and composition.
Scale
mm / cm / m / ft / inch (adjustable scale percentage)
Auto Scale
When checked, units will be detected automatically.
Axis Conversion
Change the axis orientation of the OBJ file.
Translation
Translation Unit: mm/cm/m/ft/inch
Moves the initial position of imported objects (centered on origin).
XYZ Translation Distance: Translation offset along X, Y and Z‑axis respectively.

1.1 One‑click Convert to Pattern Piece via Right‑click for Avatar Format

When an OBJ file is imported as avatar, right‑click on the avatar object for one‑click conversion to pattern pieces.
Object Type must be set to Load as Avatar when importing the OBJ object. ⚠️ The mesh of selected avatar object must be split into multiple independent meshes.
Operation Method:
  1. File ▶ Import ▶ Import OBJ ▶ Object Type ▶ Load as Avatar
  2. Right‑click the selected OBJ object ▶ Convert to Pattern Piece
Application Scenario: Bag & Luggage Production
Application Value: Simplifies the tedious workflow of generating pattern pieces from 3D models
⚠️ Note: The core difference between right‑clicking the selected OBJ object for “Flatten as Pattern” and checking 【Trace 2D Pattern from UV Map】upon import: The former real‑time unfolds the OBJ model imported as an avatar (prerequisite: multiple separate meshes) into editable 2D pattern pieces, suited for converting non‑apparel 3D models such as bags and accessories. The latter automatically generates outline‑based 2D patterns based on UV unwrap data when importing OBJ as garments. It is mainly for cross‑software garment asset exchange and is only available for OBJs exported from Style3D.

1.2 Import OBJ Avatqar and Display Placement Points

Placement points can be displayed for custom‑imported OBJ avatars, but they need to inherit placement‑point data from the software’s built‑in avatar.
Operation Steps:
  1. Open a built‑in avatar with a body shape close to your custom avatar (e.g. select “Nana” for standard female avatar).
  1. Select [Inherit Placement Information] when importing the OBJ, and placement points will be synced to your custom avatar.
  1. If placement points are misaligned, adjust manually: Select Avatar ▶ Edit Virtual Avatar ▶ Adjust Placement Information.

1.3 Pose Limitations for OBJ Avatars

⚠️ Important Note: OBJ avatars contain no bone data. Poses cannot be adjusted or switched after import. If pose modification is required, import the avatar in FBX format (FBX supports bones).

1.4 Color‑way Creation for External OBJ

Externally imported OBJ files support color‑way creation inside Studio. Method: Import the OBJ via 【Add Garment】, then create color‑ways within the software. homogeneous color in the software.

II. Export OBJ File

Operation Path: File ▶ Export ▶ Export OBJ
Export OBJ File
Target Object
Select elements in the current project for OBJ export; multi‑selection is supported.
Thin
Retain only basic surface contours without visible solid thickness for smaller file size.
Thick
The model keeps solid thickness with complete length, width and height in 3D space, resulting in larger file size.
Options
Merge Meshes
Separate: Control mesh separation
Merge All: Merge all meshes
By Fabric & Trims: Merge meshes according to fabrics and trims
Auto‑Rename Meshes
Automatically generate or revise mesh names on export to avoid conflicts from duplicate names.
Unified UV Coordinates
Controls texture continuity across multiple parts.
Scale
mm/cm/m/ft/in
Adjust imported model size based on selected scale option and percentage value.
Axis Transformation
Models in OBJ files may use coordinate axes different from those of your garment‑modeling software. Axis Conversion corrects axis orientation discrepancies upon import to ensure proper model orientation and natural character standing pose.
File
Save with texture file
Export and save texture files together
Save with Texture Files
Export textures combined with color maps
Encoding
UTF-8
Universal character encoding supporting nearly all languages including Chinese, English and special characters, with high compatibility.
Local
Chinese‑specific encoding compatible with Simplified / Traditional Chinese. Limited support for other languages such as special English symbols and minor languages, and prone to errors on non‑Chinese systems (e.g. native Mac environment).

Ⅲ. Export OBJ Sequence

Operation Path: File ▶ Export ▶ Export OBJ Sequence
The key difference between exporting a single OBJ file and an OBJ sequence is:
  • Export OBJ File: Exports the 3D model only at the current frame or static pose. It contains one .obj file (geometry data) and the accompanying .mtl material file, suitable for single‑frame preview or static rendering.
  • Export OBJ Sequence: Exports each frame from animation or dynamic simulation as separate OBJ files (e.g. frame_001.obj, frame_002.obj…) to form a sequence. It preserves geometric changes of garments during movement and deformation for animation reconstruction or dynamic analysis in third‑party software.

IV. OBJ Mannequin Fitting

External OBJ mannequin files can be used for mannequin fitting, so the built‑in mannequin matches the body shape of the external model.
The mannequin fitting function has certain limitations at present. Although the overall shape may look smooth, perfect detail matching cannot be guaranteed. Continuous optimization will be implemented in future versions.

Notes

  • An external mannequin file in OBJ format is required
  • Select a built‑in mannequin of the same gender as the external model
  • The external model shall not contain shoes (interferes with fitting)
  • The external model shall not contain hair (interferes with fitting)
  • If shoes or hair exist in the source file, remove them using third‑party software

Workflow (Female Mannequin Example)

  1. Open the female virtual mannequin and set hair and shoes to None.
  1. Select Mannequin ▶ Edit Virtual Mannequin ▶ Virtual Mannequin Size ▶ Fit Mannequin ▶ Import Mannequin, then select the OBJ file.
  1. Adjust length and circumference parameters to align the virtual mannequin with the red outline of the external mannequin.
  1. Fine‑tune size parameters together with skeleton settings to maximize outline matching between the two mannequins.
  1. Click [Align Position]; the software will automatically align the outlines of the two mannequins.
  1. Click [Fit Mannequin ▶ Convert]. Preview the result once conversion succeeds.
  1. Close the editing task panel. The fitted mannequin retains dimensions from the external model and keeps its skeleton.

V. Workflows after OBJ Import

Three primary workflows are available after importing OBJ / FBX into Studio:
  1. Workflow A: Original Simulation Result + AI Rendering Import OBJ as garment and generate images via iWish. If a mannequin is needed, export it separately as FBX in the original software before import.
  2. Workflow B: Re‑simulation with Studio Mannequin + AI Rendering Import OBJ as garment, re‑simulate with the built‑in Studio mannequin, then render with iWish. To keep original fabric physical properties, import fabrics and apply them to pattern pieces.
  3. Workflow C: Pattern Revision / Re‑simulation + AI Rendering Import OBJ as garment, trace to generate editable pattern pieces for revision, replace fabrics, adjust mannequin pose, and render via iWish.
AI Snapshot

VI. Auto‑Synthesize Garment Visual Effect from Pattern Pieces

Refer to the video tutorial below.

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