Marvelous Designer 2026.1 Rips Seams

Seam ripping, brush pinching, blend-shape animation and camera interchange give Marvelous Designer finer control over cloth and hand-offs.
A split-screen view in Marvelous Designer shows a red garment torn apart into floating panels around a humanoid form. The left side presents the ragged 3D model on a dark gray workspace, while the right side shows a similar ripped version inside a rounded white preview panel against a lighter interface.

For those who don’t know the tool: CLO Virtual Fashion develops Marvelous Designer, a pattern-based 3D garment design and cloth-simulation application aimed at game, VFX and animation work, alongside CLO for fashion workflows. Artists typically bring in an avatar or animated character, construct and simulate garments from 2D pattern pieces, then move geometry, animation or caches downstream through formats such as FBX, Alembic, USD, OBJ and glTF for further character work, look development, rendering or engine use.

More art direction, less rescue sculpting

Marvelous Designer 2026.1 concentrates on giving artists more direct control over the result of cloth simulation without abandoning the pattern and simulation model underneath it. The headline additions are a beta Seamline Rip system, Brush Pinching, temporary simulation overrides during pinching, animated avatar blend shapes and improved camera interchange. Around those sit smaller but practical controls for folds, zippers, autosaves and workspace configuration.

Tear along the dotted line

The new Seamline Rip tool is explicitly marked beta. It lets an artist designate part or all of an existing sewing line as an area that can tear during simulation. A rip can be placed directly on a sewing line or created across selected sewing lines in batches. Marvelous Designer also creates a synchronized paired rip object on the corresponding sewing line, although the properties controlling the tear can be adjusted individually.

A two-panel Marvelous Designer interface shows a garment pattern and a fitted green fabric piece with a large teardrop-shaped rip seam highlighted by dense white stitch lines. The dark workspace, pattern blocks, property panels, and timeline surround the central simulation view, creating a technical, product-design dashboard in muted gray and green tones.

The useful control is not simply an on/off cut. With Activate enabled, the sewing line opens when the simulated forces satisfy the configured Rip Resistance condition. CLO documents Rip Resistance as being calculated from Yield Strength, where damage begins, and Damage Rate, which determines how damage accumulates. Lower resistance makes the seam easier to open; higher values let it survive greater sustained force.

That makes the feature applicable to animation as well as static distressing. A character expanding, pulling against clothing or interacting with a garment can provide the force that triggers the tear, rather than forcing an artist to model separate intact and damaged versions and switch between them. The same mechanism can also be used simply to build distressed clothing while posing and simulating a garment.

The accompanying fray system is considerably more configurable than a fuzzy edge preset. Controls cover generation thresholds, bridge probability, root offset, variation, gravity, material response and separate characteristics for fuzz, loose warp, loose weft and exposed strands. Fray configurations can be saved as ZFRAY presets for reuse. There are important beta boundaries. In CLO’s feature overview, fraying is disabled on Mac, and the fray itself cannot yet be exported as mesh geometry.

Painting a wrinkle

Brush Pinching extends Marvelous Designer’s existing Pinching tools with stroke-based deformation. With simulation running, the artist paints a path across the garment and the cloth deforms along that stroke.

Screenshot of Marvelous Designer 2026.1 showing a fabric-rip seam around a round tabletop in the 3D view, with the corresponding pattern piece outlined in yellow in the 2D window. The dark interface also shows fabric and seam-taping controls, with a vase of flowers partly visible at the top left.

The brush exposes Size, Focal Radius and Lazy Distance, plus an option to display the affected weights. Pinching controls include deformation Strength, Push Inward and Average Radius. The latter stabilizes the pinching direction by averaging surrounding normals across a reference area.

The practical gain is spatial control. Instead of hoping a wrinkle emerges in approximately the correct region after manipulating the cloth, an artist can describe the intended path and let simulation resolve the surrounding surface. For stylized characters, hero folds and art-directed silhouettes, that should reduce the familiar hand-off where “physically plausible” cloth is exported only to be sculpted into the shot-approved shape somewhere else.

Telling simulation when to behave

Pinching Simulation Override pushes that idea further. When enabled, Marvelous Designer temporarily substitutes selected global and fabric simulation properties while a Pinching tool is active. Override Strength blends between the project’s original simulation settings and the override values. At zero, the original settings remain in control; at one, the override properties are fully applied. Artists can override global simulation values and selected fabrics rather than permanently rebuilding the project’s normal simulation setup around one troublesome fold.

A Marvelous Designer 2026 interface shows a 3D garment simulation on a gray grid, with a black mannequin wearing a white, layered outfit pulled apart at the seams. Floating control panels and fabric settings fill the right side, while the spotlighted workspace and soft shadow give the scene a technical, studio-like look.

The feature also exposes Update Rest Shape and Reset Rest Shape. Update Rest Shape turns the current 3D state into the shape toward which simulation tries to return, with the operation applicable to selected patterns or all patterns. Marvelous Designer can display modified rest shapes separately in the viewport.

Blend shapes get a timeline

Marvelous Designer already gained support for avatars carrying blend-shape data. The new step is Blend Shape Animation. Artists can now add a keyframe directly to a deformable blend-shape parameter at the current frame. The existing avatar controls expose imported parameters with weights from 0 to 100, so body corrections or expression-driven shape changes can now vary over time rather than remaining a static fitting adjustment.

A dark, desktop-style Marvelous Designer workspace shows a semi-transparent gray garment or backpack-like 3D model in the main viewport, with one side panel highlighted in bright yellow to indicate a ripped seam or selected pattern piece. The interface is framed by toolbars, property panels, and a timeline along the bottom, while soft neutral lighting and a muted gray canvas keep focus on the model’s layered fabric textures and structural edges.

For garment work, corrective body shapes are probably the more consequential use case. A shot that needs an avatar to alter volume or silhouette during motion no longer has to treat every such change as a separate imported state.

A 3D backpack model with a tan body, black straps, and a light blue side pocket is displayed in a garment-design workspace. It sits centered against a gray gradient viewport with tool panels and a timeline framing the scene, creating a clean, technical interface.

CLO documents import and export of blend-shape animation through FBX, glTF/GLB, Alembic and USD. That statement applies to this blend-shape animation workflow; it should not be read as a promise that every unrelated property in a Marvelous Designer scene round-trips identically through all four formats.

Cameras travel with the scene

Pipeline work also gets a less glamorous but very useful improvement: camera import and export. The new viewport camera workflow specifically supports camera objects in FBX and glTF 2.0 files, including GLB. Importing a file with Cameras enabled adds those cameras to the Scene Graph. Export can include camera objects in the corresponding FBX or glTF/GLB output. A camera can also be designated as the Main Camera, and only one can hold that status at a time. The scene retains a Default Camera, which cannot be deleted.

Folds learn gradients

Variable Fold Angle adds another small control with disproportionate usefulness for art direction. On an internal line, an artist can switch the Fold setting from Uniform to Variable. Rather than applying one angle across the entire line, the fold transitions from the chosen value at one end to a flat 180 degrees at the other.

Marvelous Designer interface showing a 3D avatar in a green cape and dress on the left and a 2D pattern window on the right with a matching curved panel divided by yellow seam lines. Dark toolbars and property controls frame the split view, with the garment highlighted in bright green against a gray workspace.

The active end can use a Fold Angle from 0 to 360 degrees, and the direction of the gradient can be reversed. On linked symmetric internal lines, the change is mirrored unless linked editing is removed. This is particularly relevant to controlled creases and cape or costume folds where a constant fold angle looks mechanically perfect in exactly the wrong way. The solver still produces the cloth around the instruction, but the instruction itself no longer has to be uniform.

Zippers get some slack

The release also improves zipper placement in the 2D and 3D windows and adds an Extend property to the zipper chain. In the current zipper properties, Extend allows the artist to adjust the additional length and select its direction.

Marvelous Designer interface showing a dark brown garment with multiple seam rips modeled in the 3D view on the left and matching pattern pieces on the right. A selected yellow seam segment and the Extend tool panel are visible against the dark workspace, with a muted gray background and orange-accented controls.

This is not a revolutionary simulation feature, but zippers are the sort of production detail where a small placement limitation can generate surprisingly large amounts of fiddling.

Autosave becomes less ceremonial

Time-based autosave now keeps more than a single vaguely comforting recovery state. In the application’s default-file settings, users can configure the autosave interval, the maximum number of stored autosave files, the retention period in days, the file type and the storage path.

That gives a studio a better chance of choosing a recovery policy appropriate to heavy garment scenes rather than relying on one generic interval. Autosave is never the glamorous paragraph in a release article, right up until the simulation that took an afternoon disappears.

The UI gains toolbar customization as well. Tools can be reordered, hidden and regrouped within the 2D or 3D toolbars, and configurations can be saved to and opened from JSON tool-set files. Tools cannot be moved between the 2D and 3D toolbars.

GPU support needs careful wording

The current system requirements document Nvidia CUDA acceleration for Marvelous Designer GPU simulation and rendering in the Nvidia GPU context. The same requirements list Apple Silicon as the Mac platform, with an M1 as the minimum supported Mac model, but the indexed release documentation used here does not identify the backend for the newly listed macOS GPU Simulation feature. GPU support is therefore documented; a specific Mac processing API should not be inferred from that alone.

Current minimum operating-system requirements are Windows 11 64-bit 24H2, macOS Sonoma 14 on Apple Silicon, and Rocky Linux 9.5 or its Red Hat Enterprise Linux equivalent. Linux availability is restricted to Enterprise customers upon request. The current minimum memory requirement is 16 GB, with 64 GB recommended for heavier clothing and animation work.

Licensing remains a production setting

For individuals, freelancers and sole proprietors, CLO currently lists a Personal Monthly Subscription at $39 per month with automatic billing, or a 1 Year Prepaid License at $280 as a one-time payment that does not automatically renew. That prepaid option is time-limited access, not a permanent licence.

Companies and organisations with two or more members are directed to Enterprise licensing. Current Enterprise pricing is $199 per seat for the automatically billed Network Online Monthly option, which CLO describes as node-locked to one device per licence. Network Online Annual costs $2,000 per seat and is described as floating. Enterprise Linux Annual is $2,300 per seat and is also described as floating. Indie Studio pricing remains contact-sales.

A 14-day trial is available. The download page supplies the current installer, while older releases remain searchable separately.


https://support.marvelousdesigner.com/hc/en-us/articles/59743730927129-Marvelous-Designer-2026-1-New-Feature-List Marvelous Designer


https://support.marvelousdesigner.com/hc/en-us/articles/59781111736345-Brush-Pinching Marvelous Designer


https://support.marvelousdesigner.com/hc/en-us/articles/59782132043289-Pinching-Simulation-Override


https://support.marvelousdesigner.com/hc/en-us/articles/59816167297433-Seamline-Rip

ProductMarvelous Designer
DeveloperCLO Virtual Fashion
Version2026.1
Release statusAvailable through the current download page
Operating systemsWindows 11 64-bit 24H2 minimum; macOS Sonoma 14 minimum on Apple Silicon, M1 minimum; Rocky Linux 9.5 or RHEL equivalent for Enterprise customers upon request
Blend-shape animationImport and export via FBX, glTF/GLB, Alembic and USD
Camera interchangeImport and export via FBX and glTF/GLB
Personal licences$39/month Personal Monthly Subscription, automatically billed; $280 1 Year Prepaid License, one-time payment and no automatic renewal
Enterprise licencesNetwork Online Monthly $199/seat, node-locked; Network Online Annual $2,000/seat, floating; Enterprise Linux Annual $2,300/seat, floating; Indie Studio: Contact Sales
Trial14-day free trial
Documentation2026.1 feature list