>>2917944Export the outfit to FBX with textures, find the right scale by matching the output to the target model, which should be the origin of your MD avatar, note it and export using this scale. You cannot export MD physics to MMD by any other means than MMDBridge. Convert FBX to PMX in Blender, using mmd_tools. Reassign textures and split separate meshes. If needed, unwrap the UV map from the texture by splitting the sides into different materials and flipping them in the UV editor. MD tended to optimize it by default, folding more or less symmetrical sides on the UV map. There's also a guy who did a bunch of tutorials on it, which I never found the time to watch:
https://www.youtube.com/@DJP_3d/videos