Hi. Your mesh has no
cut number or type assigned to it. Make sure that the right one - the one that needs to be imported - is visible as well.
Always start by cloning a similar maxis item, exporting its blend, opening it, and studying it. If you were to do that now and import your skirt, you would see:
1). the upper body is not a part of the maxis skirt, bottoms come without it;
2). your skirt goes above the navel when no maxis bottom does. This means you need to transfer weights and uvs from the full-body outfit;
3). if you will sample the vertex color at the very top of the maxis skirt, you will get 00ff00, if you will sample it below the groin, you will get 3fff00;
4). if you will look at the geometry that covers holes at the top and the bottom on the maxis mesh, you will see that they were closed ( as in, collapsed, not just scaled down);
5). the maxis mesh is made of multiple meshgroups to properly interact with tall boots. Each of them has a different cut number. For the sake of learning, you can disregard that.
There are many issues with the mesh, so it would be best to go back to MD and re-do some things
- do not use MD's automatic retopology, it only makes things worse. Either
model in quads and keep Particle distance high or
retopologize the mesh;
- when creating a high poly version, make sure to subdivide the avatar, otherwise your garment will end up jagged. Also, there is a point in creating a high poly version to bake a normal map only when your garment is meant to have a lot of small fold or other details. In your case, there is almost no difference between the low poly and the high poly versions, so you do not need to do it;
- clone yfBody_EF18DressBelted, export, join all meshgroups into one, rename it to reference, and import your skirt there, not into a new scene;
- close holes on the skirt
like this and unwrap them;
- you do not need to subdivide the reference, just change the settings from the default to better ones. Transfer weights, uv_1, and vertex paint from a dress;
- transferring weights from a full body outfit will introduce a lot of unused vertex groups, its best to always remove them with this
addon ( enter 0 and click on purchase, in Blender go to File - user preference, switch to addons, choose install from file, choose this file);
- delete the reference. Unfold rid, make bottom visible and selectable, select the bottom, in 3d view press Shift D, then Esc to duplicate. Select bottom.001, switch to Edit mode, Disable limit selection to visible, press B and select everything the skirt covers;
- select your skirt, choose its uv_0, move its uvs out of the uv space. Select bottom.001, Shift-select your skirt, press Ctrl J to join (in that order!). Assign
this template as the background, shrink your garment's uvs to their original size with S Y 0.5, put them in the freed space. Bigger uvs = better texture quality;
- the dress i told you to use as a reference is not affected by skirt bones at all, which is why you can clone underwear and import your mesh there. Before you do that, change Cut to 0000 and Type to GEOM
- check how the mesh behaves in CAS and you can bake textures, make lods