This week I've been working on attaching physics to my realtime garment in Unreal Engine - as explained earlier it would be 'easiest' to use a pre-recorded Alembic animation from Marvelous Designer. but this wouldn't react to actual realtime movement/interaction of the avatar - thus I used Unreal's native cloth physics system - combined with its Groom system for hair, which I sculped in Zbrush (per strand).
Although Unreal's realtime physics editor still has lots of room for improvement - I found that using Reallusion iClone's PhysX and WeighMap tool, and exporting its data, worked great for laying the foundations for Unreal's system.
Below is a screencapture from Unreal's editor, the camera moved by mouse - so no frames were rendered/recorded.
This gaming technology setup will form the basis for current innovations in Broadcasting, Music and Fashion industries - like the introduction of Non-Fungible Tokens (NFT's) for instance. In next updates I'll demo more visions on how I see developments for these MetaVerse markets.
Let me know what you think!