While OP is scrambling for Maya workflow, I did a quick rundown for CC...
:cool:To create animation transition you’d need an iClone. Otherwise use an A or T pose for the export as OBJ in Current Pose from CC for avatar to MD.
I have shown 2 possible scenarios – for T-pose and an A Pose.
I used attached above OBJ shirt but did not enable trace 2D pattern on import to MD.
Otherwise I’d have to fit it properly tweaking patterns (which I am really bad at).
Just used a brute sim force to fit the solid OBJ imported garment onto imported CC avatar.
Aligning sleeves is most important here. Everything else would fit fine, but if sleeves are not aligned it is a pain to fit them back onto avatar.
I was slightly impatient in Animation from A to T pose in MD (make sure you run it all the way through). As a result there was slight misalignment by Z.
Misalignment by Y is normal and should be fixed manually.
In CC imported 2 versions – T and A pose simulated. For A pose you must be patient with skin weights.
Use Smooth bush only and work it out between 2 bones going back and force until faces are smoothed out with minimal stretch.
I did not use Symmetry transfer (you may use it per bone).
You may also use mesh edit in some cases in between. Hide "vulnerable" body parts for garment –
those most likely would pock through regardless how careful you are tweaking weights.
Working in CC with weight is a pain because it’s slow on dense mesh such as this one.
I did it fairly quick. In reality you have to spend more time checking various poses
and smoothing weights where you see it badly deformed due to sharp weight paint transition between bones.
For MD tris mesh particularly I would also go through all wrinkles and smooth them out with Mesh Edit Sculpt brush.
I did finalize it in Blender smoothing a bit and finishing raw edges.
Basic texturing in CC Outfit Editor
https://drive.google.com/file/d/1hZxVwc_vg0IvB9VTDWrTAZ1zTiazqRBO/view?usp=sharing