when you imported the .OBJ did you try the auto scale option?
on the far upper right in the object browser will let you know if it really loaded even if you didn´t see it,
may have been to tiny to see.
OBJ have no joints/rigging so you wont be able to animate it in marvelous designer,
you need .DAE
Yes, EZ, I tried auto scale to no avail (hey, that rhymes!).
I also am aware OBJ objects have no joints/rigging. The whole idea was to apply motion via Point Cache 2 (vertex animation). The way MD2.0 is structured means that you will not get precise animation using either their vertex morphing or Collada (joint transform) methods described in the manual. IF it is possible to be able to animate vertices precisely using a PC2 file, that would solve the whole issue. Unfortunately, I haven´t been able to get it to work from Max yet.
Looking at other forum posts it appears that my desired solution DOES work for people who are LightWave users (I´ve seen posts indicating that the MDD file (LightWave´s point cache format) works well in MD2.0. From the manual it also appears that the implementation of Maya cache works decently too. I´m trying to find a workaround that will let me render effectively using Max. Getting the avatar motion into MD2.0 and back out to Max is the issue.
Otherwise, I´ll have to use MD2.0 to create clothing and simply animate in Max using the cloth modifier - something I´d rather avoid if possible.
I´m going to keep trying and eventually I´ll either figure something out or I´ll just have to make a feature request.
By the way, if you are still reading this far, EZ, can you comment on the animation editor? Unless I´m missing something, it´s pretty much not usable for character animation. Again, I´m new here and may be off base, but according to the manual it´s basically an interpolater between poses. I would have to think the developers are going to eventually add a better animation system along with the ability to import MoCap files. Is there more to the animation editor than I´m seeing in the manual?