I use something like Daz studio or blender where you can map clothing and other things directly to the skin mesh, and for the most part, any sort of morphs (bigger belly, smaller butt, thighs etc) are usually pretty good with the clothing.
Now when I export any sort of character I can export the morph targets, which make sense.
Athletic figure vs beer belly sorta figure configurable within the engine real-time, nice.
But the clothing I have to export as static meshes, which are constrained at that given morph target, or again I can export the morph target that is created from the piece of clothing for that body shape at that given time…
Now what I’m trying to understand, and it seems like after some digging (this seems to be the way and it seems insane) is if you have 10 different body morphs, would you need to morph every single pear of gear for that body shop thus creating an exponentially massive amount of work and organization?..
like I think of an mmo with 1000’s of pieces of gear, and simple sliders like hip sizes and bust size could requires so incredibly insane amount of work. Is this REALLY the case?