What is the best way to add cloth to a character with different morph targets?
For example slim/muscular/fat ect. Do i need to remodel every cloth mesh by hand
or is there a way to transfer the morph targets from the body mesh to the cloth mesh?
It is not what was asked. There is no problem with morph targets to import. The problem is that when the cloth is simulated it uses only physical material for calculations, but it does not change with morphs, it stays the same, so character mesh and clothes mesh starts overlapping.
So is there a way to sync physical asset and mesh or some other way to make it work properly? The need is in for physical asset follow the mesh or mesh to be physical asset by itself.
Its not something you can fully fix.
You either have a simulated cloth - wherby the vertex are affected by a simulation - or you have morph targets - whereby the vertex are affected by a value.
You can mod the engine to get both - and the results are often terrible. On top of being prohibitly expensive for any consol.
So don’t waste time. Chanches are you wouldnt even notice the difference if you properly simulate cloth where cloth should be simulated.
Also, to make a character fat, use bones, not morphs. Morphs are good for stuff like face or joint driven adjustments to the base mesh based on motion - not “entity” changes.
If you do it right, then the cloth having the same bones and the same value being applied to said bones can drive both the origin point and the cloth simulation.
(And the cost is farily netrual because its just part of whatever happens at runtime already anyway).